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159 Commits

Author SHA1 Message Date
Manuel Vögele fae1bb8fe0 Release v1.10.0 2022-01-03 09:15:10 +01:00
Manuel Vögele f203bea673 Add Symbaroum drag ruler integration to the list of game system integrations 2022-01-03 08:54:05 +01:00
Manuel Vögele 84c18a6221 Organzie imports 2022-01-03 00:44:16 +01:00
Manuel Vögele 0573adf0fe Sort translations by language code 2022-01-03 00:42:02 +01:00
Manuel Vögele 76c71329d6 Add french translation (thanks Elfenduli) (provided by & closes #129) 2022-01-03 00:42:02 +01:00
Manuel Vögele f918e148fe Add support for difficult terrain measurements on euclidean gridded scenes (resolves #134) 2022-01-03 00:23:35 +01:00
Manuel Vögele 52d77ba0a4 Code changes for v9 compatibility (moves keybindings into the new foundry API) 2022-01-02 18:32:30 +01:00
Manuel Vögele b06169f149 Remove migration from unnamed version 2022-01-02 18:32:00 +01:00
Manuel Vögele c914eb23ae Port to libwrapper 2022-01-02 18:32:00 +01:00
Manuel Vögele c8a7c73ace Immediately override the Ruler after extension to increase interoperability with other modules 2022-01-02 18:32:00 +01:00
Manuel Vögele 76cff06b66 Update formatting of japanes localization 2022-01-02 18:31:29 +01:00
Brother Sharp ad005c1bb1 update ja.json (file provided by touge) 2022-01-02 09:03:28 +01:00
Manuel Vögele 40b882ec93 Release v1.9.1 2021-12-28 17:20:08 +01:00
Manuel Vögele 1c8ce20a45 Move fallback to default color to a location where it's accessible (fixes #137) 2021-12-28 16:17:52 +01:00
José E. Lozano a16f97f9e7 Spanish updated (#133) 2021-12-01 09:48:54 +01:00
Manuel Vögele a3e0ea9832 Typo 2021-11-24 16:30:13 +01:00
Manuel Vögele aa2b8b3928 Release v1.9.0 2021-11-24 09:53:02 +01:00
Manuel Vögele a164811bb6 Add hint that shift can disable gridless snapping to the setting 2021-11-24 09:52:31 +01:00
Manuel Vögele 752b8375ab Non-square tokens are now fully supported on square grids (fixes #116) 2021-11-24 09:14:27 +01:00
Manuel Vögele 32b38d8efe Make tokens snap to their speed ranges on gridless scenes (resolves #71) 2021-11-23 11:10:21 +01:00
Manuel Vögele c3a62e3646 Only switch to the next color once the distance is 0.01 above the allowed distance
The goal of this is to reduce color flickering noise due to floating number errors
2021-11-21 22:55:02 +01:00
Manuel Vögele 39f7bab4b6 Pass enableTerrainRuler option to all measureDistances calls
This fixes a regression introduced with e1265ad6fb
2021-11-21 20:58:18 +01:00
Manuel Vögele a3be4ceb03 Remove support for TerrainLayer (Enhanced Terrain Layer stays supported) 2021-11-21 16:52:55 +01:00
Manuel Vögele b275e777db Ignore space key presses if there is no active canvas (fixes #123) 2021-11-21 15:13:45 +01:00
Manuel Vögele 035cfb8969 Add API function to receive the color for a given distance and token 2021-11-17 12:16:36 +01:00
Manuel Vögele 90a25f467b Add "TheWitcherTRPG" to the game system integration list 2021-11-17 11:48:18 +01:00
Manuel Vögele ab85b98a5c Add several new game system integrations to the list 2021-10-17 20:38:01 +02:00
Manuel Vögele 1669edf757 Release v1.8.2 2021-09-17 18:43:05 +02:00
Manuel Vögele d1b5f7c39b Verified to work with 0.8.9 2021-09-17 15:26:58 +02:00
Argonius-Angelus 24f1e78092 Updated getFlag behaviour (#114)
Updated getFlag behaviour to use Document#getFlag rather than the depreciated PlaceableObject#getFlag. Due to the min core version being marked as 0.8.5, this won't cause a 0.7 compatability issue.
2021-09-15 07:48:00 +02:00
Joe 854903a314 Add Lancer system integration info to README (#111)
Adds a link to the lancer-speed-provider module to the systems with integrations section.
2021-09-08 17:21:00 +02:00
Joe 232eca74de Update lancer settings to system v1.0 (#110) 2021-09-06 09:42:59 +02:00
Manuel Vögele 9c7d4ead50 Release v1.8.1 2021-08-03 10:41:56 +02:00
Manuel Vögele a91c3c1b8c setSnapParameterOnOptions was still using the old parameters here (fixes #102) 2021-08-03 10:17:13 +02:00
José E. Lozano 99d057bffc Updated Spanish (#103) 2021-08-03 10:01:28 +02:00
Manuel Vögele 792d644803 Release v1.8.0 2021-08-02 16:03:17 +02:00
Manuel Vögele 63b13cbb34 Abort the drag when pressing ESC (resolves #73) 2021-08-02 15:51:12 +02:00
Manuel Vögele f1a153a2eb Only execute "toLowerCase" once 2021-08-02 15:47:10 +02:00
Manuel Vögele 59c12d017b When Ctrl+Z undoes a movement, remove that movement form the movement history as well (resolves #64) 2021-08-02 15:43:22 +02:00
Manuel Vögele 9552c25e6e Add a setting that disables Drag Ruler by default and only activates it once the button to add a waypoint is being pressed 2021-08-02 15:23:49 +02:00
Manuel Vögele 461e1d0818 Cancel scheudled measurements then the ruler is being cleared 2021-07-30 12:40:32 +02:00
Michael Clavell e1265ad6fb Add support for the Toggle Snap To Grid module (#97) 2021-07-30 10:16:27 +02:00
Manuel Vögele 93f0bf6369 Create LICENSE 2021-07-28 17:57:15 +02:00
Manuel Vögele 07d0c37fe9 Release v1.7.7 2021-07-08 22:02:57 +02:00
Manuel Vögele b8b97ac27a Update generic speed provider default for swade (resolves #93) 2021-07-08 22:01:29 +02:00
Manuel Vögele 0e9215e8bb Release v1.7.6 2021-07-08 21:58:01 +02:00
Manuel Vögele dc4355e0de Add spanish translation to readme 2021-07-08 21:57:23 +02:00
José E. Lozano cf7f84d9e4 Add spanish translation (#94) 2021-07-08 21:22:01 +02:00
Manuel Vögele fe8a3b7b39 Verified to work with 0.8.8 2021-07-08 17:37:59 +02:00
Manuel Vögele be9535acd3 Add korean translation to manifest and readme 2021-07-08 17:32:17 +02:00
José E. Lozano 530a16ca5d CoC support (#92) 2021-07-08 17:27:34 +02:00
drdwing 3b9fbac80d Korean translation (#88)
by KLO (discord : KLO#1490)
2021-07-08 10:39:50 +02:00
Manuel Vögele 0456fb0849 Release v1.7.5 2021-06-22 23:20:36 +02:00
Manuel Vögele 01d01f9887 Movement speeds can be floats (fixes #85) 2021-06-22 23:14:53 +02:00
Manuel Vögele 9042b79967 Release v1.7.4 2021-06-18 13:58:54 +02:00
Manuel Vögele 4159d20e18 Verified to work with Foundry 0.8.7 2021-06-18 13:39:10 +02:00
Manuel Vögele 3897577756 Allow the "Monk's Active Tile Triggers" module to interrupt a token movement early 2021-06-18 13:37:26 +02:00
irbian 5c29f401d6 Support D&D 3.5 (#76) 2021-05-27 01:09:12 +02:00
Manuel Vögele 1328d52f94 Send the info whether the dragged entity is a token or a template to the other players (fixes a snapping issue in other players clients) 2021-05-26 16:17:23 +02:00
Manuel Vögele eef05553c0 Release v1.7.3 2021-05-22 22:00:46 +02:00
Manuel Vögele 7ba89e4229 Update code for Foundry 0.8.5 2021-05-22 21:57:59 +02:00
Manuel Vögele d11d6385e2 Release v1.7.2 2021-05-21 14:43:13 +02:00
Manuel Vögele 4d2e4b7715 Calculate the correct snappig for measured templates when placing a waypoint 2021-05-21 14:41:33 +02:00
Manuel Vögele 3cbe41e2be If a measurement is being skipped because of the ruler's rate limiting, schedule the measurement for later to ensure the ruler sticks to the token 2021-05-21 14:38:54 +02:00
Manuel Vögele 732802c579 Fix typo in readme 2021-05-20 11:41:19 +02:00
Manuel Vögele 8bbb11ddaa Update the readme to document all the features included in 1.7.0 2021-05-19 23:20:12 +02:00
Manuel Vögele e6cee3477a Release v1.7.1 2021-05-18 22:28:44 +02:00
Manuel Vögele 7cee1e7af0 Rename a function call that was forgotten during the the renaming from Token to Entity (fixes #74) 2021-05-18 22:25:19 +02:00
Manuel Vögele a7811d6894 Release v1.7.0 2021-05-18 15:28:19 +02:00
Manuel Vögele e637f8d28f Fix typo in changelog 2021-05-18 15:17:04 +02:00
Manuel Vögele acd2e74064 Implement measurement template support (resolves #13) 2021-05-18 14:11:24 +02:00
Manuel Vögele fd81833583 Rename Ruler.draggedToken to Ruler.draggedEntity in preparation of measurement template suppport 2021-05-18 13:03:42 +02:00
Manuel Vögele a413d44795 Don't re-measure when the shift key is being pressed while a token is following the currently active ruler 2021-05-18 13:03:04 +02:00
Manuel Vögele e63ee1988d Deprecate the old (prior to 1.3.0) Drag Ruler API 2021-05-18 12:57:55 +02:00
Manuel Vögele 4aab6eec95 Improve the positioning of labels aroud the ruler graphic 2021-05-18 12:57:51 +02:00
Manuel Vögele 38b7df0248 Don't set Token._noAnimate. It has no effect and will be removed in future foundry versions
https://gitlab.com/foundrynet/foundryvtt/-/issues/5094
2021-05-18 07:23:56 +02:00
Manuel Vögele bbd30be80e Add Wasteland Ventures to the list of game systems with Drag Ruler integration 2021-05-16 18:47:59 +02:00
Manuel Vögele 78c96f9059 Merge branch 'master' into develop 2021-05-16 18:43:59 +02:00
Manuel Vögele d1367aa82e Release v1.6.5 2021-05-15 20:05:50 +02:00
Manuel Vögele 9f70e5bc27 If not token is selected, use the dragged token as selected token (fixes #70) 2021-05-15 20:04:22 +02:00
Manuel Vögele d2876671cf Add default values for Starfinder to the Generic Speed Provider 2021-05-12 16:20:05 +02:00
Manuel Vögele 19abc9eedc Add ironclaw2e to list of game systems with Drag Ruler integration 2021-05-11 19:20:04 +02:00
Manuel Vögele 286aaf7ada Properly store terrain ruler's state in the movement history 2021-05-11 19:01:51 +02:00
Manuel Vögele 85e167af45 Allow difficult terrain measurements on girdless maps 2021-05-11 18:21:39 +02:00
Manuel Vögele 5f0849f12d Mention ba0012e in changelog 2021-05-11 01:47:15 +02:00
CarnVanBeck ba0012e875 spelling correction (#68) 2021-05-11 01:45:28 +02:00
Manuel Vögele 334ccbc0f1 Release v1.6.4 2021-05-10 09:13:32 +02:00
Manuel Vögele 1242035744 Catch all errors thrown by a Speed Provider's getCostForStep function 2021-05-10 09:11:29 +02:00
Manuel Vögele 49542a68e5 Simplify foundry fixes 2021-05-06 09:00:50 +02:00
Chris Sharp 27a6235cc1 Mention WWII:OWB Operation WhiteBox system support in the readme 2021-05-05 23:40:40 +02:00
Manuel Vögele c26b39c984 Release v1.6.3 2021-05-05 16:01:52 +02:00
Manuel Vögele e8ab77a62e Update active rulers when the movement history changes 2021-05-05 16:01:13 +02:00
Manuel Vögele 7bed5abd0a Add default settings for shadowrun 5e 2021-05-03 19:39:22 +02:00
Manuel Vögele 4a96348659 Add "Tagmar RPG" and "Shadow of the Demon Lord" to the List of game systems with Drag Ruler integration 2021-05-03 16:00:34 +02:00
Manuel Vögele bed16de575 Release v1.6.2 2021-05-03 10:53:53 +02:00
Manuel Vögele 891bb1b4d8 undefined cannot be transmitted via json, so we use null to reset the movement history instead 2021-05-03 10:52:57 +02:00
Manuel Vögele 43f26088b5 Release v1.6.1 2021-04-30 10:52:00 +02:00
Manuel Vögele 39a0787c79 Add documentation about what needs to be awaited in SpeedProvider.onMovementHistoryUpdate 2021-04-30 10:26:37 +02:00
Manuel Vögele 3be898e49c First move the token, then store it's path. This ensures that getMovedDistance always returns a valid result. 2021-04-30 09:53:53 +02:00
Manuel Vögele 817662bf30 Send a proper token to onMovementHistoryUpdate 2021-04-30 09:51:05 +02:00
Manuel Vögele 56527ccf75 Add a hook that's called when the movement history is updated to the API 2021-04-30 00:10:45 +02:00
Manuel Vögele 6bf8083f7a Add a function for resetting the movement history to the public api 2021-04-30 00:00:15 +02:00
Manuel Vögele b5ea1f2284 Release v1.6.0 2021-04-29 14:04:14 +02:00
Manuel Vögele 6d9870bedb Add reference to the github issue in changelog 2021-04-29 13:24:33 +02:00
Manuel Vögele afbe5f9473 Don't animate tokens when they are dropped with the alt key being pressed (resolves #3) 2021-04-29 13:18:35 +02:00
Manuel Vögele bae0e43b7b Document 70b166d8 in changelog 2021-04-29 12:46:25 +02:00
Manuel Vögele 1acc012d65 Cache the output of SpeedProvider.getRanges during a drag to increase speed provider performance 2021-04-29 12:40:17 +02:00
Manuel Vögele 4671e6de51 Only allow users to update the movement history for tokens they own 2021-04-29 00:20:24 +02:00
Manuel Vögele f0ef109658 Track the movement of all tokens that are moved simultaneously in one batch (huge performance bump if many tokens are moved) 2021-04-29 00:03:05 +02:00
Manuel Vögele f0d1ef9d48 There might not actually be a dragged token when trying to end the measurement 2021-04-28 23:25:22 +02:00
Manuel Vögele d04ea9b0b7 Remove leftover lines from a refactor that didn't do anything 2021-04-28 12:11:58 +02:00
Manuel Vögele ba8ab9d473 After moving a token only end the measurement if no new token is being dragged 2021-04-27 21:17:28 +02:00
Manuel Vögele 2691720090 Update all moved tokens at once (provides a huge performance bump) 2021-04-27 20:28:44 +02:00
Manuel Vögele 70b166d844 Add a context menu entry that the gm can use to reset the movement history 2021-04-26 11:09:56 +02:00
Manuel Vögele 908600bfa3 Release v1.5.4 2021-04-21 10:08:50 +02:00
Manuel Vögele 6472c1d5bd Don't include the movement history in collission checks (fixes #61) 2021-04-21 09:05:50 +02:00
Manuel Vögele 9151b45874 Release v1.5.3 2021-04-20 17:03:13 +02:00
Manuel Vögele d732f7ca17 Add defaults for dcc system 2021-04-20 17:02:37 +02:00
Manuel Vögele 4be6730fd5 Use parseInt on the speed attribute to increase compatibility with game systems (resolves #60) 2021-04-20 17:00:28 +02:00
Manuel Vögele 1faeda6f47 Release v1.5.2 2021-04-19 11:23:26 +02:00
Manuel Vögele 667259d5d6 If a token has no actor, use the user's color for highlighting grid spaces (fixes #58) 2021-04-19 11:22:13 +02:00
Manuel Vögele 4b68b82590 Release v1.5.1 2021-04-15 17:19:32 +02:00
Manuel Vögele 447995977b Don't show the difficult terrain measurement hint when no terrain module is enabled 2021-04-15 17:17:38 +02:00
Manuel Vögele 9e5b344b0d Release v1.5.0 2021-04-14 22:51:05 +02:00
Manuel Vögele 43c5df42d4 If a terrain module is installed, suggest installing Terrain Ruler to the user 2021-04-14 22:49:18 +02:00
Manuel Vögele d0ee47d551 Fix typo that made regular rulers not work 2021-04-14 19:45:17 +02:00
Manuel Vögele 27ffb2d8cb Don't return any value in _socketUpdateCombatantDragRulerFlags to reduce the amount of network traffic 2021-04-14 17:32:40 +02:00
Manuel Vögele b734257515 Check if all required dependencies are present and show an error if this is not the case 2021-04-14 16:37:46 +02:00
Manuel Vögele ff5d46ebbe Add a setting to disable the movement history 2021-04-14 16:10:11 +02:00
Manuel Vögele 8f896d9b82 Fix a bug that caused Drag Ruler to measure euclidic distance when Terrain Ruler isn't active 2021-04-14 15:54:59 +02:00
Manuel Vögele f7683e8945 Update the movement tracking flags in the GM client, becauase the user isn't allowed to modify them 2021-04-14 15:54:59 +02:00
Manuel Vögele 9787a41fd1 If Terran Ruler is enabled, store the length of the traveled path so changes to difficult terrain aren't reflected in the tokens movement history 2021-04-12 18:45:57 +02:00
Manuel Vögele 5d93c61f0c Merge branch 'master' into develop 2021-04-11 14:31:44 +02:00
Manuel Vögele 00e8a9781e Release v1.4.6 2021-04-11 14:27:09 +02:00
Manuel Vögele d2f2307e4d Update the ruler before dropping the token to get a more precise target location if the token has been moved very quickly (fixes #51) 2021-04-11 14:24:23 +02:00
Manuel Vögele 65912df989 Add support for the Enhanced Terrain Layer module (resolves #50) 2021-04-10 15:02:35 +02:00
Manuel Vögele 9ae9dae427 Add c66ec46 to changelog 2021-04-10 15:00:48 +02:00
Manuel Vögele 8cd5d7f276 Migrate Drag Ruler to Terrain Ruler's new API 2021-04-10 14:43:45 +02:00
Manuel Vögele 35624a37aa Add api endpoint to determine the distance that a token has moved already 2021-04-10 14:25:01 +02:00
Manuel Vögele c66ec46aed Track the path taken by tokens in combat and display it when reactivating DragRuler in the same turn 2021-04-08 09:35:04 +02:00
Manuel Vögele dec422fa3a Fix typo in changelog 2021-04-01 22:57:13 +02:00
Manuel Vögele 6ad1f4c522 Merge branch 'master' into develop 2021-04-01 22:36:06 +02:00
Manuel Vögele fb9a2ee60c Release v1.4.5 2021-04-01 22:35:23 +02:00
Manuel Vögele 57ed545e30 Snap tiny tokens (0.5x0.5 or smaller) to the corners of the grid squares like it is done in vanilla foundry (fixes #49) 2021-04-01 22:25:21 +02:00
Manuel Vögele 94fe223529 Fix measurement errors when disabling token snapping while the Terrain Ruler module isn't enabled 2021-04-01 00:07:26 +02:00
Manuel Vögele 305a6116bc Refactor: Override ruler class instead of hooking each function individually 2021-03-31 17:19:12 +02:00
Manuel Vögele 942bfa04e8 Release v1.4.4 2021-03-25 01:57:41 +01:00
Manuel Vögele b4ac65e478 Fix snapping for tokens that are smaller than 1x1 (fixes #48) 2021-03-25 01:55:48 +01:00
Manuel Vögele 0de01379e9 Release v1.4.3 2021-03-24 12:35:40 +01:00
Manuel Vögele f6eb5eff9c Add german translation 2021-03-24 12:35:05 +01:00
Manuel Vögele fee0983841 Mention 3de044e in changelog 2021-03-24 12:08:10 +01:00
Brother Sharp 3de044ea45 Update japanese translation (#47) 2021-03-24 12:05:10 +01:00
Manuel Vögele e473fea121 Add defaults for swade game system to generic speed provider 2021-03-18 19:06:35 +01:00
Manuel Vögele 0aee541eb3 Release v1.4.2 2021-03-18 07:45:18 +01:00
Manuel Vögele 40dde08ddd Allow getTokenShape on gridless maps (fixes #44) 2021-03-18 07:41:30 +01:00
Manuel Vögele 8234aa566d Release v1.4.1 2021-03-17 09:26:46 +01:00
Manuel Vögele 2862643ba8 Add missing check for whether hex-size-support module is present (fixes #43) 2021-03-17 09:25:30 +01:00
Manuel Vögele e3abdeab3a Mention chinese translation in changelog 2021-03-16 09:27:51 +01:00
zeteticl 2ff4e98fe9 Add chinese localization (#39) 2021-03-16 09:02:32 +01:00
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## 1.10.0
**BREAKING** Drag Ruler 1.10.0 and onward cannot update directly from Drag Ruler versions older than 1.3.0. If you've been using Drag Ruler 1.2.2 or earlier in your world make sure to update to any Version between (inclusive) Drag Ruler 1.3.0 and 1.9.1, launch your world and log in as GM at least once. After doing so you can safely update to v1.10.0 or newer versions. Updating directly from 1.2.2 or older to 1.10.0 or newer will cause Drag Ruler to forget your Speed Prover Settings.
### New features
- Drag Ruler's key bindings can now be assigned to custom keys by the user
- Measuring difficult terrain on gridded maps with euclidean grid rule is now supported (for this to work the `Terrain Ruler` module needs to be enabled)
### Compatibility
- Drag Ruler now supports Foundry v9
- Drag Ruler now utilizes libwrapper to increase interoperability with other modules
### Translation
- Added french translation (thanks to Elfenduli)
- Updated japanese translation (thanks to touge)
## 1.9.1
### Bugfixes
- Fixed a bug that caused the ruler to misbehave or not show up at all if the speed provider isn't configured (this was a regression introduced in 1.9.0)
### Translation
- Updated the spaish translation (thanks to Viriato139ac#342)
## 1.9.0
### New features
- On Gridless scenes, tokens can now snap to their speed limits, to make full usage of a token's movement speed easier. This feature can be temporarily disabled by pressing Shift during drag and can be disabled completely in the settings.
### Bugfixes
- Non-square tokens (e.g. 2x1) now work correctly on square grids
- When modifying difficult terrain that a token has already moved over, this the movement history of the token won't change anymore (this was a regression introduced in 1.8.0)
- Fixed a bug that prevented pausing/unpausing the game when no scene was active
### API
- Added `dragRuler.getColorForDistanceAndToken` API endpoint that allows other modules to receive the highlight color for a specified distance with a given token.
## 1.8.2
### Compatibility
- The generic speed provider defaults have been updated for lance 1.0 (thanks to BoltsJ!)
- Eliminated a deprecation warning when both Drag Ruler and Hex Size Support are enabled (thanks Argonius-Angelus!)
## 1.8.1
### Bugfixes
- Fixed a bug where the function that was bound to the spacebar key wouldn't work correctly when the "Toggle Snap To Grid" module was enabled
### Translation
- Updated Spanish translation (thanks to Viriato139ac#342)
## 1.8.0
### New features
- Pressing escape during a drag now cancels the drag
- Undoing a movement via Ctrl+Z will now also remove that movement from Drag Ruler's movement history
- Drag Ruler can now configured to stay disabled by default when a Token/Template is being dragged. In that case it will activate once the button to place a waypoint is being pressed.
### Bugfixes
- Fixed a bug that caused the ruler to snap to grid when a waypoint was deleted while shift was being pressed (thanks to Michael Clavell!)
- Fixed a bug that could leave behind a single waypoint on the canvas when canceling a dragging operation while moving the mouse
### Compatibility
- Drag Ruler is now compatible with the "Toggle Snap To Grid" module (thanks to Michael Clavell!)
## 1.7.7
### Compatibility
- Updated the default settings for the swade game system. The new default speed attribute points to a speed value that gets adjusted for wounds.
## 1.7.6
### Translation
- Added Korean translation (thanks to KLO#1490)
- Added Spanish translation (thanks to Viriato139ac#342)
### Compatibility
- Drag Ruler's Generic Speed Provider is now awar of good default values for the "Call of Cthulhu 7th edition (Unofficial)" game system
- Drag Ruler is now compatible with Foundry 0.8.8
## 1.7.5
### Bugfixes
- Decimal speeds (as often used in metric game systems) are no longer being rounded down (thanks to DarKDinDoN for diagnosing this bug)
## 1.7.4
### Bugfixes
- Fixed a bug where the ruler would wrongly snap to the grid center for other players when dragging a measurement template
### Compatibility
- Drag Ruler is now compatiblie with the "Monk's Active Tile Triggers" module
- Drag Ruler's Generic Speed Provider is now aware of good default values for the D&D 3.5 game system
- Drag Ruler is now compatible with Foundry 0.8.7
## 1.7.3
### Compatibility
- Drag Ruler is now compatible with Foundry 0.8.5
## 1.7.2
### Bugfixes
- Fixed a bug that prevented waypoints for measurement templates from snapping to any other point than a grid cell corner (or grid cell center on hex)
- Fixed a bug that could cause the ruler to not end up at the token's center (especially if the token is being moved very quickly and then stopped abruptly)
## 1.7.1
### Bugfixes
- Fixed a bug that prevented players from moving their tokens ([#74](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/74))
## 1.7.0
**BREAKING** This update is incompatible with previous Terrain Ruler versions. If you're using Terrain Ruler, make sure you update Terrain Ruler to at least version 1.3.0.
### New features
- A ruler will now be shown when dragging measurement templates over the map ([#13](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/13))
- Drag Ruler can now measure difficult terrain on gridless maps (if the Terrain Ruler module is installed and enabled)
- Improved the positioning of the labels around the ruler. The labels should now never overlap with the waypoint.
### Bugfixes
- Fixed a bug that sometimes measured diagonals incorrectly with the 5/10/5 grid rule
- Fixed a bug that would cause the ruler to re-measure when the shift key is being pressed or released while a token is moving
### Compatibility
- Drag Ruler's Generic Speed Provider is now aware of good default values for the Starfinder game system
### Translation
- Corrected typos in the german translation (thanks to CarnVanBeck!)
### API
- The old API that Drag Ruler offered prior to version 1.3.0 is now deprecated. Speed Providers that still use this API will continue to work for now, but will generate a warning in the console about the deprecation. All modules and game systems offered on the FoundryVTT website have already updated to the new API. If you see the deprecation warning, please consider updating to the current version of the respective system/module you're using.
## 1.6.5
### Bugfixes
- Drag Ruler no longer gets stuck if the user presses ESC during drag ([#70](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/70))
## 1.6.4
### Bugfixes
- Fixed a bug where a bug in a Speed Provider could lead to the ruler getting stuck, leaving the token immovable
## 1.6.3
### Bugfixes
- If the movement history for a token is being updated (for example by a history reset by the gm) while a player is currently measuring a distance for that token the history change is now being reflected in the active measurement.
### Compatibility
- Drag Ruler's Generic SpeedProvider is now aware of good default values for the Savage Worlds Adventure Edition game system
## 1.6.2
### Bugfixes
- The reset movement history button now resets the movement history for all players, not just for the GM
## 1.6.1
### API
- Added `onMovementHistoryUpdate` callback to Speed Providers, that allows them to perform game systems specific improvements to the movement history
- Added `dragRuler.resetMovementHistory` that clears the stored movement history for a token.
## 1.6.0
### Performance
- Greatly increased the performance when playing on huge maps and when moving many tokens at once.
- Huge performance improvements for speed providers. (Technical details: `getRanges` is now being called way less frequently)
### New features
- GMs now have an option to reset the movement history for individual tokens in the right click menu of the combat tracker
- When releasing a dragged token while pressing Alt the token will be moved to the target location without an animation ([#3](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/3))
### Bugfixes
- When starting to drag a new token while the previous one is still moving the ruler won't dissappear anymore when the previous token arrives at it's destination.
## 1.5.4
### Bugfixes
- Fixed a bug that prevented tokens from being moved when their movement history collides with a wall. ([#61](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/61))
## 1.5.3
### Compatiblilty
- Drag Ruler's Generic Speed Provider is now able to work with game systems that put non-number characters behind the tokens movement speed (like `30ft.`). One example for such a game system is Dungeon Crawl Classics. ([#60](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/60))
- The Generic Speed Provider now has good default settings for the Dungeon Crawl Classics (dcc) game system.
## 1.5.2
### Bugfixes
- Drag Ruler no longer prevents tokens that don't have an actor from being moved. ([#58](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/58))
- Grid highlighting now also works for tokens that don't have an actor.
## 1.5.1
### Bugfixes
- The hint that tells users how to enable difficult terrain measurement in Drag Ruler is no longer shown if no terrain layer module is installed.
## 1.5.0
### New features
- In combat Drag Ruler will now remember the path that was taken by a token during the turn. Picking the token up during the same turn will continue the previous measurement, taking steps that are already taken into account.
### Module compatibility
- Drag Ruler is now fully compatible with the `Enhanced Terrain Layer` module. ([#50](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/50))
## 1.4.6
### Bugfixes
- Fixed a bug where a token would move to the incorrect location if it is was dragged and released very quickly ([#51](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/51)) - thanks to Silver Raven for helping me track down this bug!
## 1.4.5
### Bugfixes
- Tiny tokens (0.5x0.5 or smaller) now snap to the coners of a square like they do in vanilla foundry ([#49](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/49))
- Fixed a bug that could cause a meausred distance to be wrong when disabling token snapping using the shift key
- Fixed a bug where the highlighted path could have gaps when disabling token snapping using the shift key
## 1.4.4
### Bugfixes
- Fix snapping for tokens that are smaller than 1x1
## 1.4.3
### System compatibility
- Drag Ruler's Generic SpeedProvider is now aware of good default values for the Savage Worlds Adventure Edition game system
### Translation
- Added german translation
- Updated japanese translation (thanks to touge)
## 1.4.2
### Bugfixes
- Drag Ruler now works again on gridless maps
## 1.4.1
### Bugfixes
- Fixed a bug where Drag Ruler wouldn't work at all on hex grids when the Hex Token Size Support isn't installed
### Translation
- Added chinese translation (thanks to zeteticl)
## 1.4.0
### New features
- If the [Terrain Ruler module](https://foundryvtt.com/packages/terrain-ruler/) is installed and activated, Drag Ruler will now take difficult terrain that was placed with the [TerrainLayer module](https://foundryvtt.com/packages/TerrainLayer/) into account.
@@ -26,7 +267,7 @@
## 1.3.2
### Translation
- Updated japanese translation (thanks to togue)
- Updated japanese translation (thanks to touge)
## 1.3.1
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MIT License
Copyright (c) 2021 Manuel Vögele
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch)
# Drag Ruler
This module shows a ruler when you drag a token to infrom you how far you've dragged the token from it's start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. If you're using a gridless map the ruler color will change to convey this information.
This module shows a ruler when you drag a token or measurement template to inform you how far you've dragged it from its start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. By default, three colors are being used: green for spaces that your token can reach by walking normally are colored green, spaces that can only be reached by dashing will be colored yellow and spaces that cannot be reached with the token's speed will be colored red. If you're using a gridless map the ruler color will change to convey this information.
![Drag Ruler being used on a square grids](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_square.webp)
![Drag Ruler being used on a gridless scene](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_gridless.webp)
![Drag Ruler while dragging a measurement template](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/measurement_template.webp)
## Path color
![Drag Ruler demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/5177746fbb4edb28b6ba09137247d142af575c47/media/drag_ruler.webp)
## Supports Tokens of all sizes
Terrain ruler has excellent support for tokens of all sizes. The Ruler will always originate from the token's center and will always highlight all the squares that tokens move over. If the [Hex Token Size Support](https://foundryvtt.com/packages/hex-size-support) is installed this is also true for large tokens on hex scenes.
The token has a speed of 30ft. All squares on the path within that range are colored in the players color. If the token is running it can cover double that range (this can be changed in the settings). All Squares on the path that can only be reached while running are colored in yellow. Squares on the path that the token cannot possibly reached at regular speeds are colored red. This coloring behavior can be tweaked in the settings and can be overridden by modules and game systems to provide more granular, game system specific control. For more information on how to do this see the [API](#api) section of this document.
![Drag Ruler being used with a large token on a square grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_square.webp)
![Drag Ruler being used with a large token on a hex grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_hex.webp)
## Waypoints
You can add waypoints to the path by pressing spacebar while you drag the token. To remove a placed waypoint press the right mouse button.
## Difficult Terrain support
**To use support for difficult terrain you must install the [Terrain Ruler](https://foundryvtt.com/packages/terrain-ruler) module**
![Demonstration of Waypoints](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/5177746fbb4edb28b6ba09137247d142af575c47/media/waypoints.webp)
With the Terrain Ruler module installed, Drag Ruler is able to take difficult terrain that was placed down using the [Enhanced Terrain Layer](https://foundryvtt.com/packages/enhanced-terrain-layer) or [TerrainLayer](https://foundryvtt.com/packages/TerrainLayer) module into account.
## Difficult Terrain
**To use support for difficult terrain you must install the [Terrain Ruler module](https://foundryvtt.com/packages/terrain-ruler)**
With the Terrain Ruler module installed, Drag Ruler is able to take difficult terrain that was placed with the [TerrainLayer module](https://foundryvtt.com/packages/TerrainLayer/) into account when measuring distances.
![Demonstration of Difficult Terrain support](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/bb8ac5d1acb9d6374d06f7e9c8e2c2dd61192d56/media/terrain_layer.webp)
![Drag Ruler being used to measure distances over difficult terrain on square grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/difficult_terrain_square.webp)
![Drag Ruler being used to measure distances over difficult terrain on gridless scenes](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/difficult_terrain_gridless.webp)
## Why would I want to use this instead of ShowDragDistance?
ShowDragDistance isn't maintained anymore. This means that it is at risk to stop working with every foundry update. In fact this process has already begun. As of Foundry Version 0.7.9 ShowDragDistance doesn't work anymore on gridless maps. Drag Ruler on the other hand is fully compatible with the current Foundry release and I'll continue updating it for future foundry releases for the forseeable future.
## Movement history (optional)
*This feature can be disabled in the settings if you don't like it*
In addition Drag Ruler provides more flexibility for game systems and modules via it's api to provide an experience that fits the rules of the game system that you are playing best.
During combat, Drag Ruler will remember the path a token has taken during it's turn. When the token is being picked up again, Drag Ruler will continue measuring where it has left off. The path of the previous movement will be dipslayed in a faded color.
![Demonstration of the Movement History](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/movement_history.webp)
## Game systems with Drag Ruler integration
Drag Ruler will work with all Foundry VTT game systems. However some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration.
Drag Ruler will work with all Foundry VTT game systems. However, some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration.
The game systems that offer Drag Ruler integration are:
- Cypher System (starting with version 1.13.0)
- GURPS 4th Edition Game Aid (Unofficial) (starting with version 0.9.1)
- Ironclaw Second Edition (starting with version 0.2.2)
- Lancer (via the module [Lancer Speed Provider](https://foundryvtt.com/packages/lancer-speed-provider))
- Pathfinder 1 (starting with version 0.77.3)
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
- Shadowrun 5th Edition (via the module [Drag Ruler Integration for Shadowrun 5E](https://foundryvtt.com/packages/drag-ruler-integration-for-shadowrun-5e))
- Starfinder (via the module [Starfinder Drag Ruler Integration](https://foundryvtt.com/packages/starfinder-drag-ruler))
- Stargate RPG (starting with version 1.6.0)
- Symbaroum (via the module [Symbaroum drag ruler integration](https://foundryvtt.com/packages/symbaroum-drag-ruler-integration))
- Tagmar RPG (starting with version 1.1.4)
- TheWitcherTRPG (starting with version 0.0.62)
- Tormenta20 (starting with version 1.1.37)
- Shadow of the Demon Lord (starting with version 1.7.15)
- Wasteland Ventures (starting with version 0.1.0)
- WWII:OWB (starting with version 1.0.4)
## Translations
Drag Ruler is available in the follwing languages:
- Chinese (thanks to zeteticl)
- English
- German
- Japanese (thanks to touge)
- Korean (thanks to KLO#1490)
- Spanish (thanks to Viriato139ac#342)
## API
*Audience: This paragraph is intended for module and system devleopers that want to add more complex behavior to Drag Ruler. If you just want to use this plugins features skip this paragraph.*
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{
"drag-ruler": {
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Wie man schwieriges Gelände mit Drag Ruler misst",
"text": "Du hast das {moduleName} Modul installiert. Drag Ruler kann schwieriges Gelände, das mit diesem Modul platziert wurde in seinen Messungen berücksichtigen. Hierzu greift Drag Ruler auf die Funktionalität von Terrain Ruler zurück. Wenn Terrain Ruler installiert und aktiviert ist wird Drag Ruler automatisch anfangen schwieriges Gelände in den Messungen zu berücksichtigen.",
"neverShowAgain": "Zeige dies nie wieder an"
},
"socketlib": {
"title": "Socketlib Modul fehlt",
"text": "Drag Ruler benötigt das socketlib-Modul, um korrekt zu funktionieren. Bitte aktiviere das socketlib-Modul in dieser Welt."
}
},
"resetMovementHistory": "Bewegungsverlauf zurücksetzen",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "Sprint Multiplikator",
"hint": "Diese Einstellung kann genutzt werden, um eine zweite Geschwindigkeitsfarbe im gemessenen Pfad zu erhalten. Die zweite Farbe wird deaktiviert, wenn diese Einstellung auf 0 gesetzt ist."
},
"speedAttribute": {
"name": "Geschwindigkeitsattribut",
"hint": "Das Attribut, das die Gehgeschwindigkeit einer Spielfigur definiert. Diese Attribut wird während der Färbung des hervorgehobenen Pfads verwendet."
}
},
"speeds": {
"walk": "gehen",
"dash": "sprinten"
}
},
"keybindings": {
"cancelDrag": "Ziehen beenden",
"createWaypoint": "Wegpunkt erstellen",
"deleteWaypoint": "Wegpunkt löschen",
"disableSnap": {
"name": "Raster deaktivieren",
"hint": "Während diese Taste gedrückt ist wird das Raster temporär deaktiviert"
},
"moveWithoutAnimation": {
"name": "Token animation deaktivieren",
"hint": "Wenn diese Taste gedrückt wird, während ein Token fallen gelassen wird, bewegt es sich ohne Animation zum Zielort."
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "Geschwindigkeit von Spielercharakteren für jeden anzeigen",
"hint": "Wenn diese Einstellung aktiviert ist wird die Färbung der hervorgehobenen Felder bei Spielercharakteren allen Spielern angezeigt, selbst wenn diese keinen Zugriff auf den Charakterbogen haben."
},
"autoStartMeasurement": {
"name": "Automatisch mit Messen beginnen",
"hint": "Wenn diese Option aktiviert ist beginnt Drag Ruler mit dem Messen sobald das Token bewegt wird. Wenn die Option deaktiviert ist bleibt Drag Ruler deaktiviert bis der Knopf zum platzieren eines Wegpunkts betätigt wird."
},
"enableMovementHistory": {
"name": "Bewegungsverlauf während des Kampfes aktivieren",
"hint": "Wenn diesen Option aktiviert ist merkt sich Drag Ruler die Bewegungen, die während einer Runde eines Kampfes gemacht wurden und zeigt diese an, wenn das Token weiterbewegt wird."
},
"rightClickAction": {
"name": "Aktion bei Rechtsklick",
"hint": "Was soll getan werden, wenn die rechte Maustaste während des Ziehens gedrückt wird?",
"choices": {
"create": "Wegpunkt erstellen",
"delete": "Wegpunkt löschen",
"cancel": "Ziehen beenden"
}
},
"showGMRulerToPlayers": {
"name": "Lineal des Spielleiters bei Spielern anzeigen",
"hint": "Wenn diese Option deaktiviert ist wird das Lineal des Spielleiters bei den anderen Spielern nicht angezeigt."
},
"speedProviderSettings": {
"name": "Einstellungen zur Spielsystemintegration",
"hint": "In diesem Menü befinden sich alle spielsystemspezifischen Einstellungen.",
"button": "Einstellungen zur Spielsystemintegration",
"windowTitle": "Einstellungen zur Spielsystemintegration",
"headers": {
"speedProvider": "Spielsystemintegration",
"speedProviderSettings": "Integrationsspezifische Einstellungen"
},
"activeProvider": {
"name": "Verwendete Spielsystemintegration",
"hint": "Die unten angezeigten Einstellungen hängen von der verwendeten Spielsystemintegration ab. Wenn der Spielleiter eine andere Spielsystemintegration auswählt können sich die zur Verfügung stehenden Einstellungen ändern."
},
"noSettings": "Diese Spielsystemintegration hat keine Einstellmöglichkeiten",
"color": {
"name": "Farbe für {colorName}",
"hint": "Die Farbe mit der Felder in {colorName} Reichweite hervorgehoben werden",
"unreachable": {
"name": "unerreichbar",
"hint": "Die Farbe für Felder, die von der bewegten Spielfigur nicht erreicht werden können"
}
},
"speedProvider": {
"name": "Verwendete Spielsystemintegration",
"hint": "Wähle aus, welche Spielsystemintegration für die farbliche Hervorhebung der Felder zuständig sein soll. Drag Ruler stellt eine generische Spielsystemintegration zur Verfügung, die grundlegende Funktionalität bietet und bei korrekter konfiguration mit allen Spielsystemen funktionieren sollte. Weitere Spielsystemintegrationen können durch Module und Spielsysteme angeboten werden. Eine andere Spielsystemintegration als die generische auszuwählen kann eine bessere Inegration in das verwendete Spielsystem bieten. Die Optionen unterhalb sind davon abhängig, welche Spielsystemintegration hier ausgewählt wurde.",
"choices": {
"module": "Modul {name}",
"native": "Generisch",
"system": "System {name}"
}
}
},
"useGridlessraster": {
"name": "Geschwindigkeitsraster aktivieren",
"hint": "Lässt Spielfiguren auf gitterlosen Szenen an deren Geschwindigkeitsgrenzen einrasten."
}
}
}
}
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{
"drag-ruler": {
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "How to measure difficult terrain with Drag Ruler",
"text": "You have the {moduleName} module enabled. Drag Ruler is able to measure difficult terrain that was placed down using that module. To make this possible Drag Ruler utilizes the Terrain Ruler module. If Terrain Ruler is installed and activated Drag Ruler will automatically start to respect difficult terrain in it's measurements.",
"neverShowAgain": "Never show this again"
},
"socketlib": {
"title": "Socketlib Module Missing",
"text": "Drag Ruler requires the socketlib module to work properly. Please activate the socketlib module in this world."
}
},
"resetMovementHistory": "Reset Movement History",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
@@ -16,11 +29,41 @@
"dash": "dash"
}
},
"keybindings": {
"cancelDrag": "Cancel dragging",
"createWaypoint": "Create waypoint",
"deleteWaypoint": "Delete waypoint",
"disableSnap": {
"name": "Disable snapping",
"hint": "Snapping will be temporarily disabled while this key is being held down"
},
"moveWithoutAnimation": {
"name": "Disable token animation",
"hint": "When being held while dropping a token, the token will move to the target location without animating"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "Show PC speed to everyone",
"hint": "If enabled the coloring based on actor speed for player characters will shown to everyone, even if they don't have observer permission for the character sheet."
},
"autoStartMeasurement": {
"name": "Automatically start measuring",
"hint": "If enabled, Drag Ruler will start measuring as soon as the token is being dragged. If disabled, Drag Ruler will remain inactive and will only start measuring once the button to add a waypoint is being pressed."
},
"enableMovementHistory": {
"name": "Enable movement history during combat",
"hint": "If enabled, Drag Ruler will remember the path a token took during it's turn in combat and will display it when you pick the token back up."
},
"rightClickAction": {
"name": "Right click action",
"hint": "What action shall be performed when right clicking while dragging a token?",
"choices": {
"create": "Create waypoint",
"delete": "Delete waypoint",
"cancel": "Cancel drag"
}
},
"showGMRulerToPlayers": {
"name": "Show GM ruler to players",
"hint": "If disabled the ruler of GMs will not be shown for non-GM players"
@@ -57,9 +100,9 @@
}
}
},
"swapSpacebarRightClick": {
"name": "Swap spacebar and right click",
"hint": "Swaps the functions of spacebar and right click during dragging. If enabled right click will place waypoints and spacebar will delete them"
"useGridlessRaster": {
"name": "Use speed based snapping",
"hint": "On Gridless scenes, this makes tokens snap to the token's speed ranges."
}
}
}
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{
"drag-ruler": {
"I18N": {
"LANGUAGE": "Español",
"MAINTAINERS": "@Viriato139ac#0342"
},
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Cómo medir a través de terreno difícil con Drag Ruler",
"text": "You have the {moduleName} module enabled. Drag Ruler is able to measure difficult terrain that was placed down using that module. To make this possible Drag Ruler utilizes the Terrain Ruler module. If Terrain Ruler is installed and activated Drag Ruler will automatically start to respect difficult terrain in it's measurements.",
"neverShowAgain": "No volver a mostrar"
},
"socketlib": {
"title": "El módulo Socketlib no está instalado",
"text": "Drag Ruler necesita para su funcionamiento correcto que instale socketlib. Por favor, active socketlib en este mundo"
}
},
"resetMovementHistory": "Reiniciar historial de movimiento",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "Multiplicador por correr",
"hint": "Se puede usar para aplicar a los iconos una velocidad secundaria que use un color distinto en la medición de la ruta a seguir. Establece el valor a 0 para deshabilitar esta velocidad secundaria"
},
"speedAttribute": {
"name": "Attributo de velocidad",
"hint": "El atributo que define la velocidad de movimiento andando del icono. Se usa para los códigos de colores al medir la ruta a seguir"
}
},
"speeds": {
"walk": "caminar",
"dash": "correr"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "Mostrar velocidad de los PJs a todo el mundo",
"hint": "Si se habilita, se mostrará a todo el mundo los códigos de colores de las rutas de los PJs, incluso si no tienen permisos de observador para ese personaje"
},
"autoStartMeasurement": {
"name": "Comenzar a medir automáticamente",
"hint": "Si se habilita, Drag Ruler comenzará a medir en cuanto se comience a arrastrar un icono. Si se deshabilita, Drag Ruler permanecerá inactivo y comenzará a medir únicamente cuando se presione el botón configurado para añadir un nuevo punto de ruta"
},
"enableMovementHistory": {
"name": "Habilitar historial de movimiento durante el combate",
"hint": "Si se habilita, Drag Ruler recordará la ruta que ha seguido un icono en su turno y la mostrará al seleccionarlo de nuevo"
},
"showGMRulerToPlayers": {
"name": "Mostrar regla del GM a los jugadores",
"hint": "Si se deshabilita, no se mostrará la regla de medición de los GMs al resto de usuarios"
},
"speedProviderSettings": {
"name": "Proveedor de configuración de velocidad",
"hint": "El proveedor de ajustes de velocidad contiene todos los ajustes específicos de cada sistema",
"button": "Proveedor de configuración de velocidad",
"windowTitle": "Proveedor de configuración de velocidad",
"headers": {
"speedProvider": "Proveedor de velocidad",
"speedProviderSettings": "Configuraciones específicas del proveedor de velocidad"
},
"activeProvider": {
"name": "Proveedor de velocidad actualmente activo",
"hint": "La configuración que se muestra más abajo depende del proveedor de velocidad activo. Si el GM selecciona un proveedor distinto, los ajustes disponibles puede que cambien"
},
"noSettings": "Este proveedor de velocidad no dispone de ninguna opción de configuración",
"color": {
"name": "Color para {colorName}",
"hint": "Color que se usará para establecer el tono de las cuadrículas que se encuentran dentro del rango {colorName}",
"unreachable": {
"name": "inalcanzable",
"hint": "Color que se usará para las cuadrículas más allá de la distancia máxima de movimiento del icono"
}
},
"speedProvider": {
"name": "Proveedor de configuración de velocidad",
"hint": "Seleccione quien suministra la información de la velocidad de los iconos a la hora de colorear la ruta a seguir. Drag Ruler incluye un proveedor genérico que ofrece una funcionalidad básica y que probablemente funcione para casi todos los sistemas si se usa de forma correcta. Se pueden añadir otros proveedores de velocidad al instalar sistemas o módulos. Seleccionar un proveedor distinto al genérico asegurará una mejor integración con las reglas del sistema que está usando. Las opciones siguientes dependerán del proveedor que seleccione",
"choices": {
"module": "Módulo {name}",
"native": "Genérico",
"system": "Sistema {name}"
}
}
},
"useGridlessRaster": {
"name": "Usar ajuste a la velocidad",
"hint": "Cuando no se use rejilla en la escena, este ajuste hace que los iconos se ajusten a sus rangos de velocidad. Se puede deshabilitar temporalmente pulsando la tecla Mayús mientras se arrastra"
}
}
}
}
+86
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@@ -0,0 +1,86 @@
{
"drag-ruler": {
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Comment mesurer un terrain difficile avec Drag Ruler",
"text": "Vous avez le module {moduleName} activé. Drag Ruler est capable de mesurer un terrain difficile qui a été placé à l'aide de ce module. Pour rendre cela possible, Drag Ruler utilise le module Terrain Ruler. Si Terrain Ruler est installé et activé Drag Ruler commencera automatiquement à respecter le terrain difficile dans ses mesures.",
"neverShowAgain": "Ne plus jamais afficher cela"
},
"socketlib": {
"title": "Module Socketlib manquant",
"text": "Drag Ruler nécessite que le module socketlib fonctionne correctement. Veuillez activer le module socketlib dans ce monde."
}
},
"resetMovementHistory": "Réinitialiser l'historique des mouvements",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "Multiplicateur de courses",
"hint": "Cela peut être utilisé pour donner aux jetons une vitesse secondaire pendant la coloration du chemin mesuré. Réglez-le sur 0 pour désactiver la vitesse secondaire."
},
"speedAttribute": {
"name": "Attribut de vitesse",
"hint": "L'attribut qui définit la vitesse de marche d'un jeton. Il est utilisé lors de la coloration du chemin mesuré." }
},
"speeds": {
"walk": "marche",
"dash": "course"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "Afficher la vitesse du PJ à tout le monde",
"hint": "Si activé, la coloration basée sur la vitesse de l'acteur pour les personnages joueurs sera montrée à tout le monde, même s'ils n'ont pas la permission d'observateur pour la feuille de personnage."
},
"autoStartMeasurement": {
"name": "Démarrer automatiquement la mesure",
"hint": "Si activé, Drag Ruler commencera à mesurer dès que le jeton est glissé. S'il est désactivé, Drag Ruler restera inactif et ne commencera à mesurer qu'une fois que le bouton pour ajouter un waypoint est enfoncé."
},
"enableMovementHistory": {
"name": "Activer l'historique des mouvements pendant le combat",
"hint": "Si activé, Drag Ruler se souviendra du chemin emprunté par un jeton pendant son tour de combat et l'affichera lorsque vous récupérerez le jeton."
},
"showGMRulerToPlayers": {
"name": "Afficher la règle MJ aux joueurs",
"hint": "Si désactivé, la règle des MJ ne sera pas affichée pour les joueurs non-MJ"
},
"speedProviderSettings": {
"name": "Paramètres du système de vitesse",
"hint": "Les paramètres du système de vitesse contiennent tous les paramètres spécifiques au système de jeu.",
"button": "Paramètres du système de vitesse",
"windowTitle": "Paramètres du système de vitesse",
"headers": {
"speedProvider": "système de vitesse",
"speedProviderSettings": "Paramètres spécifiques au système de vitesse"
},
"activeProvider": {
"name": "système de vitesse actuellement actif",
"hint": "Les paramètres indiqués ci-dessous dépendent du système de vitesse actif. Si le MJ sélectionne un système de vitesse différent, les paramètres disponibles peuvent changer."
},
"noSettings": "Ce système de vitesse n'offre aucune option de configuration.",
"color": {
"name": "Couleur pour {colorName}",
"hint": "La couleur qui sera utilisée pour colorier les carrés qui sont dans la plage {colorName}",
"unreachable": {
"name": "injoignable",
"hint": "La couleur des espaces qui ne sont pas accessibles par le jeton déplacé"
}
},
"speedProvider": {
"name": "système de paramètres de vitesse",
"indice": "Sélectionnez qui fournit les informations de vitesse pour les jetons lors de la coloration. Drag Ruler offre un système de vitesse générique qui fournit des fonctionnalités de base et devrait fonctionner pour tous les systèmes de jeu s'il est correctement configuré. Plus de systèmes de vitesse peuvent être mis à disposition via les systèmes de jeu et les modules installés . La sélection d'un autre système de vitesse que le système de vitesse générique peut offrir une meilleure intégration dans les règles du système de jeu que vous utilisez. Les options ci-dessous dépendent du système de vitesse sélectionné ici.",
"choices": {
"module": "Module {name}",
"native": "Générique",
"system": "Systéme {name}"
}
}
},
"useGridlessRaster": {
"name": "Use speed based snapping",
"hint": "On Gridless scenes, this makes tokens snap to the token's speed ranges. This can be temporarily disabled by pressing Shift during drag."
}
}
}
}
+29 -3
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@@ -1,5 +1,19 @@
{
"Localization Provided By": "touge",
"drag-ruler": {
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Drag Rulerで移動困難地形を測定する",
"text": "「{moduleName}」モジュールが有効化されました。Drag Rulerは、同モジュールによって設定された移動困難地形を測定できます。これには「Terrain Ruler」モジュールが必要です。有効化すると、自動的に移動困難地形を考慮した測定を行います",
"neverShowAgain": "再表示しない"
},
"socketlib": {
"title": "「Socketlib」が見つかりません",
"text": "Drag Rulerの正常動作には「Socketlib」モジュールが必要です。このワールドで「Socketlib」を有効にしてください。"
}
},
"resetMovementHistory": "移動履歴のリセット",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
@@ -21,6 +35,18 @@
"name": "プレイヤーキャラクターの移動速度を全員に公開する",
"hint": "有効にすると、アクターの観察者(Observer)権限を持たない人にも,移動範囲の色分けが表示されるようになります。"
},
"autoStartMeasurement": {
"name": "自動計測",
"hint": "有効化時、Drag Rulerはトークンがドラッグされた時点で計測を初めます。無効化の場合、ドラッグしてもDrag Rulerは起動せず、中間地点をおいたときにのみ起動します。"
},
"enableMovementHistory": {
"name": "戦闘中の移動履歴を有効にする",
"hint": "有効にすると、Drag Rulerは戦闘ターン中にコマが辿った経路を記憶するようになります。これはコマの再選択時に再表示されます。"
},
"showGMRulerToPlayers": {
"name": "GMのルーラーをプレイヤーに見せる",
"hint": "無効の場合、GMのルーラーはプレイヤーに表示されません。"
},
"speedProviderSettings": {
"name": "移動速度の提供元",
"hint": "ゲームシステムに固有のすべての設定をここで行います。",
@@ -53,9 +79,9 @@
}
}
},
"swapSpacebarRightClick": {
"name": "スペースキーと右クリックを入れ替える",
"hint": "ドラッグ中のスペースキーと右クリックの機能を入れ替えます。有効にすると右クリックがウェイポイントの配置、スペースキーが削除になります。"
"useGridlessRaster": {
"name": "移動速度制限",
"hint": "グリッドの無いシーンでは、コマがドラッグできる範囲を移動速度ぶんまで制限します。Shiftキーを押すことで一時的にこの制限を無視できます。"
}
}
}
+79
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@@ -0,0 +1,79 @@
{
"drag-ruler": {
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Drag Ruler를 사용한 험지 측정 방법",
"text": "{moduleName} 모듈을 활성화했습니다. Drag Ruler는 해당 모듈을 사용하여 험지를 측정할 수 있습니다. 이렇게 하려면 Terrain Ruler 모듈을 활성화하십시오. Terrain Ruler 모듈을 설치하고 Drag Ruler를 활성화하면 자동적으로 험지를 측정합니다.",
"neverShowAgain": "다시 표시하지 않음"
},
"socketlib": {
"title": "Socketlib 모듈 비탐지",
"text": "Drag Ruler는 Socketlib 모듈이 있어야 합니다. 이 월드에서 해당 모듈을 활성화하십시오."
}
},
"resetMovementHistory": "이동 내역 리셋",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "질주 승수",
"hint": "측정된 경로에 색을 입힐 때 추가 속도를 제공하는 데 사용할 수 있다. 추가 속도를 비활성화하려면 이 값을 0으로 설정한다."
},
"speedAttribute": {
"name": "속도 어트리뷰트",
"hint": "토큰의 이동속도를 정의하는 속성이다. 측정 경로에 색을 입힐 때 사용한다."
}
},
"speeds": {
"walk": "보행",
"dash": "질주"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "PC 속도를 모두에게 표시",
"hint": "활성화시 플레이어 캐릭터에 대한 관찰자 권한이 없더라도 액터 속도에 따라 색상이 모든 유저에게 표시된다."
},
"enableMovementHistory": {
"name": "전투 중 이동 기록 사용",
"hint": "활성화시 Drag Ruler는 해당 턴에 토큰이 이동한 경로를 기억하고 다시 이동시킬 때 표시한다."
},
"showGMRulerToPlayers": {
"name": "GM 측정자를 플레이어에게 표시",
"hint": "비활성화 시 GM이 아닌 유저에게는 GM의 측정자가 표시되지 않는다."
},
"speedProviderSettings": {
"name": "속도 공급자 설정",
"hint": "속도 공급자 설정은 게임 시스템별 설정을 모두 포함한다.",
"button": "속도 공급자 설정",
"windowTitle": "속도 공급자 설정",
"headers": {
"speedProvider": "속도 공급자",
"speedProviderSettings": "속도 공급자 관련 설정"
},
"activeProvider": {
"name": "현재 활성화된 속도 공급자",
"hint": "아래에 표시된 설정은 활성화된 속도 공급자를 보여준다. GM이 다른 속도 공급자를 선택하면 사용 가능한 설정이 변경될 수 있다."
},
"noSettings": "이 속도 공급자는 구성 옵션을 제공하지 않습니다.",
"color": {
"name": "{colorName} 색상",
"hint": "{colorName} 범위 내에서의 칸의 색상을 지정하는데 사용할 색상.",
"unreachable": {
"name": "도달 불가",
"hint": "드래그한 토큰으로 도달할 수 없는 공간의 색상"
}
},
"speedProvider": {
"name": "속도 설정 공급자",
"hint": "색을 입힐 동안 사용할 토큰에 대한 속도 정보 제공자를 선택한다. Drag Ruler는 기본 기능을 제공하며 올바르게 구성된 경우 모든 게임 시스템에서 작동하는 일반적 속도 공급자를 제공한다. 게임 시스템과 설치된 모듈을 통해 더 많은 속도 공급자를 이용할 수 있다. 일반 속도 공급자와는 다른 속도 공급자를 선택하면 사용 중인 게임 시스템의 규칙에 더 잘 통합될 수 있다.아래 옵션은 여기에서 선택한 속도 공급자에 따라 다르다.",
"choices": {
"module": "모듈 {name}",
"native": "포괄적",
"system": "시스템 {name}"
}
}
}
}
}
}
+62
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@@ -0,0 +1,62 @@
{
"drag-ruler": {
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "快步 倍數",
"hint": "這可用於在對測量路徑進行著色的過程中為棋子賦予第二速度。將其設定為0可禁用第二速度。"
},
"speedAttribute": {
"name": "速度屬性",
"hint": "定義棋子的行走速度的屬性。在對測量路徑進行著色時使用。"
}
},
"speeds": {
"walk": "走路",
"dash": "快步"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "向所有人顯示PC速度",
"hint": "如果啟用, 玩家的角色(actor)的速度將顯示給所有人,即使他們沒有角色表的觀察者(Observer)權限也是如此。"
},
"showGMRulerToPlayers": {
"name": "向玩家顯示GM標尺",
"hint": "如果禁用,則不為非GM玩家顯示GM的標尺"
},
"speedProviderSettings": {
"name": "速度提供者設定",
"hint": "速度提供者設定 包括 所有遊戲系統特定的設定。",
"button": "速度提供者設定",
"windowTitle": "速度提供者設定",
"headers": {
"speedProvider": "速度提供者設定",
"speedProviderSettings": "特定於速度提供者的設定"
},
"activeProvider": {
"name": "當前活動的速度提供者",
"hint": "下面顯示的設定 取決於活動的 速度提供者。如果GM選擇其他速度提供者,則可用的設定可能會更改。"
},
"noSettings": "該速度提供者不提供任何配置選項。",
"color": {
"name": "{colorName}的顏色",
"hint": "將用於為{colorName}範圍內的正方形上色的顏色",
"unreachable": {
"name": "無法到達",
"hint": "指定拖動棋子無法到達的範圍的顏色"
}
},
"speedProvider": {
"name": "速度設定的提供者",
"hint": "選擇在著色期間為棋子提供速度信息的人。DragRuler提供了一個通用速度提供程序, 該提供程序提供了基本功能, 並且如果配置正確,則可以在所有遊戲系統上使用。可以通過遊戲系統和已安裝的Mod來提供更多速度提供程序。選擇與 標準速度提供者 不同的速度提供者可以更好地集成到您所使用的遊戲系統規則中。以下選項取決於此處選擇的速度提供者。",
"choices": {
"module": "Mod {name}",
"native": "一般",
"system": "系統 {name}"
}
}
}
}
}
}
+39 -5
View File
@@ -2,9 +2,9 @@
"name": "drag-ruler",
"title": "Drag Ruler",
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
"version": "1.4.0",
"minimumCoreVersion" : "0.7.9",
"compatibleCoreVersion" : "0.7.9",
"version": "1.10.0",
"minimumCoreVersion" : "9.238",
"compatibleCoreVersion" : "9",
"authors": [
{
"name": "Manuel Vögele",
@@ -13,25 +13,59 @@
}
],
"esmodules": [
"src/main.js"
"src/libwrapper_shim.js",
"src/main.js",
"src/socket.js"
],
"templates": [
"speed_provider_settings.html"
],
"languages": [
{
"lang": "de",
"name": "Deutsch",
"path": "lang/de.json"
},
{
"lang": "en",
"name": "English",
"path": "lang/en.json"
},
{
"lang": "es",
"name": "Español",
"path": "lang/es.json"
},
{
"lang": "fr",
"name": "Français",
"path": "lang/fr.json"
},
{
"lang": "ja",
"name": "日本語",
"path": "lang/ja.json"
},
{
"lang": "ko",
"name": "한국어",
"path": "lang/ko.json"
},
{
"lang": "zh-tw",
"name": "正體中文",
"path": "lang/zh-tw.json"
}
],
"dependencies": [
{
"name": "socketlib",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-socketlib/master/module.json"
}
],
"socket": true,
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.4.0.zip",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.10.0.zip",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
+39 -3
View File
@@ -1,5 +1,8 @@
import {measureDistances} from "./compatibility.js";
import {getMovementHistory} from "./movement_tracking.js";
import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js"
import {settingsKey} from "./settings.js"
import {getTokenShape} from "./util.js";
export const availableSpeedProviders = {}
export let currentSpeedProvider = undefined
@@ -11,6 +14,9 @@ function register(module, type, speedProvider) {
providerInstance = new speedProvider(id)
}
else {
console.warn(`Drag Ruler | The ${type} '${module.id}' uses the old, deprecated version of the Drag Ruler API. ` +
"That old API will be removed in a future Drag Ruler version. " +
`Please update the ${type} ${module.id} to stay compatible with future Drag Ruler versions.`);
speedProvider.id = id
speedProvider.usesRuler = () => true
providerInstance = speedProvider
@@ -97,11 +103,41 @@ export function getUnreachableColorFromSpeedProvider() {
}
}
export function getCostFromSpeedProvider(token, area) {
export function getCostFromSpeedProvider(token, area, options) {
try {
if (currentSpeedProvider instanceof Function) {
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area);
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area, options);
}
return currentSpeedProvider.getCostForStep(token, area);
return currentSpeedProvider.getCostForStep(token, area, options);
}
catch (e) {
console.error(e);
return 1;
}
}
export function getColorForDistanceAndToken(distance, token, ranges=null) {
if (!ranges) {
ranges = getRangesFromSpeedProvider(token);
}
if (ranges.length === 0)
return null;
const currentRange = ranges.reduce((minRange, currentRange) => {
if (distance <= currentRange.range && currentRange.range < minRange.range)
return currentRange;
return minRange;
}, {range: Infinity, color: getUnreachableColorFromSpeedProvider()});
return currentRange.color;
}
export function getMovedDistanceFromToken(token) {
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
const history = getMovementHistory(token);
const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(ray => {return {ray}});
const shape = getTokenShape(token);
const distances = measureDistances(segments, token, shape, {enableTerrainRuler: terrainRulerAvailable});
// Sum up the distances
return distances.reduce((acc, val) => acc + val, 0);
}
export function registerModule(moduleId, speedProvider) {
+80 -5
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@@ -1,14 +1,89 @@
import {getColorForDistance} from "./main.js"
import {highlightTokenShape} from "./util.js"
import {getCostFromSpeedProvider} from "./api.js";
import {settingsKey} from "./settings.js";
import {getAreaFromPositionAndShape, highlightTokenShape} from "./util.js";
export function getHexSizeSupportTokenGridCenter(token) {
const tokenCenterOffset = CONFIG.hexSizeSupport.getCenterOffset(token)
return {x: token.x + tokenCenterOffset.x, y: token.y + tokenCenterOffset.y}
}
export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=[{x: 0, y: 0}]) {
export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=[{x: 0, y: 0}], alpha=1) {
for (const space of ray.terrainRulerVisitedSpaces.reverse()) {
const color = getColorForDistance.call(this, startDistance, space.distance)
highlightTokenShape.call(this, space, tokenShape, color)
const color = this.dragRulerGetColorForDistance(startDistance + space.distance);
highlightTokenShape.call(this, space, tokenShape, color, alpha)
}
}
export function measureDistances(segments, entity, shape, options={}) {
const opts = duplicate(options)
if (canvas.grid.diagonalRule === "EUCL") {
opts.ignoreGrid = true;
opts.gridSpaes = false;
}
if (opts.enableTerrainRuler) {
opts.gridSpaces = true;
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
const previousSegments = segments.slice(0, firstNewSegmentIndex);
const newSegments = segments.slice(firstNewSegmentIndex);
const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
opts.costFunction = (x, y, costOptions={}) => { return getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), costOptions); }
if (previousSegments.length > 0)
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
return distances.concat(terrainRuler.measureDistances(newSegments, opts));
}
else {
// If another module wants to enable grid measurements but disable grid highlighting,
// manually set the *duplicate* option's gridSpaces value to true for the Foundry logic to work properly
if(!opts.ignoreGrid) {
opts.gridSpaces = true;
}
return canvas.grid.measureDistances(segments, opts);
}
}
export function checkDependencies() {
if (!game.modules.get("socketlib")?.active) {
console.error("Drag Ruler | The `socketlib` module isn't enabled, but it's required for Drag Ruler to operate properly.");
if (game.user.isGM) {
new Dialog({
title: game.i18n.localize("drag-ruler.dependencies.socketlib.title"),
content: `<h2>${game.i18n.localize("drag-ruler.dependencies.socketlib.title")}</h2><p>${game.i18n.localize("drag-ruler.dependencies.socketlib.text")}</p>`,
buttons: {
ok: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("drag-ruler.dependencies.ok")
}
},
}).render(true);
}
}
else if (!game.modules.get("terrain-ruler")?.active && game.user.isGM && !game.settings.get(settingsKey, "neverShowTerrainRulerHint")) {
const lastHint = game.settings.get(settingsKey, "lastTerrainRulerHintTime");
if (Date.now() - lastHint > 604800000) { // One week
let enabledTerrainModule;
if (game.modules.get("enhanced-terrain-layer")?.active) {
enabledTerrainModule = game.modules.get("enhanced-terrain-layer").data.title;
}
if (enabledTerrainModule) {
new Dialog({
title: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title"),
content: `<h2>${game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title")}</h2><p>${game.i18n.format("drag-ruler.dependencies.terrain-ruler.text", {moduleName: enabledTerrainModule})}</p>`,
buttons: {
ok: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("drag-ruler.dependencies.ok"),
callback: () => game.settings.set(settingsKey, "lastTerrainRulerHintTime", Date.now()),
},
neverShowAgain: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.neverShowAgain"),
callback: () => game.settings.set(settingsKey, "neverShowTerrainRulerHint", true),
}
},
close: () => game.settings.set(settingsKey, "lastTerrainRulerHintTime", Date.now())
}).render(true);
}
}
}
}
+2 -5
View File
@@ -2,13 +2,10 @@
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
export function getPixelsFromGridPosition(xGrid, yGrid) {
if (canvas.grid.isHex) {
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
return canvas.grid.grid.getPixelsFromGridPosition(yGrid, xGrid)
}
const [x, y] = canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid)
if (canvas.grid.type === CONST.GRID_TYPES.SQUARE)
return [y, x]
return [x, y]
return canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid)
}
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
+155 -65
View File
@@ -1,26 +1,31 @@
import { getCostFromSpeedProvider } from "./api.js";
import {highlightMeasurementTerrainRuler} from "./compatibility.js";
import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
import {getGridPositionFromPixels} from "./foundry_fixes.js";
import {getColorForDistance} from "./main.js"
import {applyTokenSizeOffset, getAreaFromPositionAndShape, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
import {Line} from "./geometry.js";
import {disableSnap, moveWithoutAnimation} from "./keybindings.js";
import {trackRays} from "./movement_tracking.js"
import {recalculate} from "./socket.js";
import {applyTokenSizeOffset, getSnapPointForEntity, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
// This is a modified version of Ruler.moveToken from foundry 0.7.9
export async function moveTokens(draggedToken, selectedTokens) {
export async function moveEntities(draggedEntity, selectedEntities) {
let wasPaused = game.paused;
if (wasPaused && !game.user.isGM) {
ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
return false;
}
if (!this.visible || !this.destination) return false;
if (!draggedToken) return;
if (!draggedEntity) return;
// Wait until all scheduled measurements are done
await this.deferredMeasurementPromise;
// Get the movement rays and check collision along each Ray
// These rays are center-to-center for the purposes of collision checking
const rays = this._getRaysFromWaypoints(this.waypoints, this.destination);
if (!game.user.isGM) {
const hasCollision = selectedTokens.some(token => {
const offset = calculateTokenOffset(token, draggedToken)
const offsetRays = rays.map(ray => applyOffsetToRay(ray, offset))
const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
if (!game.user.isGM && draggedEntity instanceof Token) {
const hasCollision = selectedEntities.some(token => {
const offset = calculateEntityOffset(token, draggedEntity);
const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
return offsetRays.some(r => canvas.walls.checkCollision(r));
})
if (hasCollision) {
@@ -33,50 +38,77 @@ export async function moveTokens(draggedToken, selectedTokens) {
// Execute the movement path.
// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
this._state = Ruler.STATES.MOVING;
await Promise.all(selectedTokens.map(token => {
// Return the promise so we can wait for it outside the loop
const offset = calculateTokenOffset(token, draggedToken)
return animateToken.call(this, token, rays, offset, wasPaused)
}))
await animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
// Once all animations are complete we can clear the ruler
if (this.draggedEntity?.id === draggedEntity.id)
this._endMeasurement();
}
// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
async function animateToken(token, rays, tokenOffset, wasPaused) {
const offsetRays = rays.map(ray => applyOffsetToRay(ray, tokenOffset))
async function animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
const newRays = draggedRays.filter(r => !r.isPrevious);
const entityAnimationData = entities.map(entity => {
const entityOffset = calculateEntityOffset(entity, draggedEntity);
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, entityOffset));
// Determine offset relative to the Token top-left.
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
const origin = [this.waypoints[0].x + tokenOffset.x, this.waypoints[0].y + tokenOffset.y]
let dx, dy
const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
let dx, dy;
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
dx = token.data.x - origin[0]
dy = token.data.y - origin[1]
dx = entity.data.x - origin[0];
dy = entity.data.y - origin[1];
}
else {
dx = token.data.x - origin[0]
dy = token.data.y - origin[1]
dx = entity.data.x - origin[0];
dy = entity.data.y - origin[1];
}
token._noAnimate = true;
for (let r of offsetRays) {
return {entity, rays: offsetRays, dx, dy};
});
const isToken = draggedEntity instanceof Token;
const animate = isToken && !moveWithoutAnimation;
const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
this.cancelMovement = false;
for (let i = startWaypoint;i < entityAnimationData[0].rays.length; i++) {
if (!wasPaused && game.paused) break;
const dest = [r.B.x, r.B.y];
const path = new Ray({ x: token.x, y: token.y }, { x: dest[0] + dx, y: dest[1] + dy });
await token.update(path.B);
await token.animateMovement(path);
const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
const ray = rays[i];
const dest = [ray.B.x, ray.B.y];
const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
return {entity, path};
});
const updates = entityPaths.map(({entity, path}) => {
return {x: path.B.x, y: path.B.y, _id: entity.id};
});
await draggedEntity.scene.updateEmbeddedDocuments(draggedEntity.constructor.embeddedName, updates, {animate});
if (animate)
await Promise.all(entityPaths.map(({entity, path}) => entity.animateMovement(path)));
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
if (this.cancelMovement) {
entityAnimationData.forEach(ead => ead.rays = ead.rays.slice(0, i + 1));
break;
}
token._noAnimate = false;
}
if (isToken)
trackRays(entities, entityAnimationData.map(({rays}) => rays)).then(() => recalculate(entities));
}
function calculateTokenOffset(tokenA, tokenB) {
return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y}
function calculateEntityOffset(entityA, entityB) {
return {x: entityA.data.x - entityB.data.x, y: entityA.data.y - entityB.data.y};
}
function applyOffsetToRay(ray, offset) {
return new Ray({x: ray.A.x + offset.x, y: ray.A.y + offset.y}, {x: ray.B.x + offset.x, y: ray.B.y + offset.y})
const newRay = new Ray({x: ray.A.x + offset.x, y: ray.A.y + offset.y}, {x: ray.B.x + offset.x, y: ray.B.y + offset.y});
newRay.isPrevious = ray.isPrevious;
return newRay;
}
// This is a modified version of Ruler._onMouseMove from foundry 0.7.9
@@ -84,8 +116,6 @@ export function onMouseMove(event) {
if (this._state === Ruler.STATES.MOVING) return;
// Extract event data
const mt = event._measureTime || 0;
const originalEvent = event.data.originalEvent;
const destination = {x: event.data.destination.x + this.rulerOffset.x, y: event.data.destination.y + this.rulerOffset.y}
// Hide any existing Token HUD
@@ -93,24 +123,65 @@ export function onMouseMove(event) {
delete event.data.hudState;
// Draw measurement updates
if (Date.now() - mt > 50) {
this.measure(destination, {snap: !originalEvent.shiftKey});
scheduleMeasurement.call(this, destination, event);
}
function scheduleMeasurement(destination, event) {
const measurementInterval = 50;
const mt = event._measureTime || 0;
const originalEvent = event.data.originalEvent;
if (Date.now() - mt > measurementInterval) {
this.measure(destination, {snap: !disableSnap});
event._measureTime = Date.now();
this._state = Ruler.STATES.MEASURING;
cancelScheduledMeasurement.call(this);
}
else {
this.deferredMeasurementData = {destination, event};
if (!this.deferredMeasurementTimeout) {
this.deferredMeasurementPromise = new Promise((resolve, reject) => this.deferredMeasurementResolve = resolve);
this.deferredMeasurementTimeout = window.setTimeout(() => scheduleMeasurement.call(this, this.deferredMeasurementData.destination, this.deferredMeasurementData.event), measurementInterval);
}
}
}
export function cancelScheduledMeasurement() {
window.clearTimeout(this.deferredMeasurementTimeout);
this.deferredMeasurementTimeout = undefined;
this.deferredMeasurementResolve?.();
}
// This is a modified version of Ruler.measure form foundry 0.7.9
export function measure(destination, {gridSpaces=true, snap=false} = {}) {
if (this.isDragRuler && !this.draggedToken.isVisible)
export function measure(destination, options={}) {
const isToken = this.draggedEntity instanceof Token;
if (isToken && !this.draggedEntity.isVisible)
return []
if (snap)
destination = getSnapPointForToken(destination.x, destination.y, this.draggedToken)
if (options.snap) {
destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
}
if(options.gridSpaces === undefined) {
options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
}
if (canvas.grid.diagonalRule === "EUCL") {
options.gridSpaces = false;
options.ignoreGrid = true;
}
if(options.ignoreGrid === undefined) {
options.ignoreGrid = false;
}
options.enableTerrainRuler = isToken && game.modules.get("terrain-ruler")?.active;
const waypoints = this.waypoints.concat([destination]);
// Move the waypoints to the center of the grid if a size is used that measures from edge to edge
const centeredWaypoints = applyTokenSizeOffset(waypoints, this.draggedToken)
const centeredWaypoints = isToken ? applyTokenSizeOffset(waypoints, this.draggedEntity) : duplicate(waypoints);
// Foundries native ruler requires the waypoints to sit in the dead center of the square to work properly
if (!options.enableTerrainRuler && !options.ignoreGrid)
centeredWaypoints.forEach(w => [w.x, w.y] = canvas.grid.getCenter(w.x, w.y));
const r = this.ruler;
this.destination = destination;
@@ -125,6 +196,12 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
const label = this.labels.children[i];
const ray = new Ray(origin, dest);
const centeredRay = new Ray(centeredOrigin, centeredDest)
ray.isPrevious = Boolean(origin.isPrevious);
centeredRay.isPrevious = ray.isPrevious;
ray.dragRulerVisitedSpaces = origin.dragRulerVisitedSpaces;
centeredRay.dragRulerVisitedSpaces = ray.dragRulerVisitedSpaces;
ray.dragRulerFinalState = origin.dragRulerFinalState;
centeredRay.dragRulerFinalState = ray.dragRulerFinalState;
if (ray.distance < 10) {
if (label) label.visible = false;
continue;
@@ -133,15 +210,11 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
centeredSegments.push({ray: centeredRay, label})
}
const shape = getTokenShape(this.draggedToken)
const shape = isToken ? getTokenShape(this.draggedEntity) : null;
// Compute measured distance
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS
let distances
if (terrainRulerAvailable)
distances = game.terrainRuler.measureDistances(centeredSegments, {costFunction: (x, y) => getCostFromSpeedProvider(this.draggedToken, getAreaFromPositionAndShape({x, y}, shape), {x, y})});
else
distances = canvas.grid.measureDistances(centeredSegments, { gridSpaces });
const distances = measureDistances(centeredSegments, this.draggedEntity, shape, options);
let totalDistance = 0;
for (let [i, d] of distances.entries()) {
@@ -160,31 +233,48 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
// Draw measured path
r.clear();
let rulerColor
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
rulerColor = getColorForDistance.call(this, totalDistance)
if (!options.gridSpaces || canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
rulerColor = this.dragRulerGetColorForDistance(totalDistance);
else
rulerColor = this.color
for (const [s, cs] of zip(segments.reverse(), centeredSegments.reverse())) {
const { label, text, last } = cs;
// Draw line segment
r.lineStyle(6, 0x000000, 0.5).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y)
.lineStyle(4, rulerColor, 0.25).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y);
const opacityMultiplier = s.ray.isPrevious ? 0.33 : 1;
r.lineStyle(6, 0x000000, 0.5 * opacityMultiplier).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y)
.lineStyle(4, rulerColor, 0.25 * opacityMultiplier).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y);
// Draw the distance label just after the endpoint of the segment
if (label) {
label.text = text;
label.alpha = last ? 1.0 : 0.5;
label.visible = true;
let labelPosition = cs.ray.project((cs.ray.distance + 50) / cs.ray.distance);
let labelPosition = {x: s.ray.x0, y: s.ray.y0};
labelPosition.x -= label.width / 2;
labelPosition.y -= label.height / 2;
const rayLine = Line.fromPoints(s.ray.A, s.ray.B);
const rayLabelXHitY = rayLine.calcY(labelPosition.x);
let innerDistance;
// If ray hits top or bottom side of label
if (rayLine.isVertical || rayLabelXHitY < labelPosition.y || rayLabelXHitY > labelPosition.y + label.height)
innerDistance = Math.abs((label.height / 2) / Math.sin(s.ray.angle));
// If ray hits left or right side of label
else
innerDistance = Math.abs((label.width / 2) / Math.cos(s.ray.angle));
labelPosition = s.ray.project((s.ray.distance + 50 + innerDistance) / s.ray.distance);
labelPosition.x -= label.width / 2;
labelPosition.y -= label.height / 2;
label.position.set(labelPosition.x, labelPosition.y);
}
// Highlight grid positions
if (terrainRulerAvailable)
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape)
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS && options.gridSpaces) {
if (options.enableTerrainRuler)
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
else
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape);
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
}
}
// Draw endpoints
@@ -196,7 +286,7 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
return segments;
}
export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0, y: 0}]) {
export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0, y: 0}], alpha=1) {
const spacer = canvas.scene.data.gridType === CONST.GRID_TYPES.SQUARE ? 1.41 : 1;
const nMax = Math.max(Math.floor(ray.distance / (spacer * Math.min(canvas.grid.w, canvas.grid.h))), 1);
const tMax = Array.fromRange(nMax+1).map(t => t / nMax);
@@ -216,8 +306,8 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
// Highlight the grid position
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
const color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedToken);
const color = this.dragRulerGetColorForDistance(startDistance + subDistance);
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
prior = [x1, y1];
@@ -229,12 +319,12 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xgh, y: ygh})}], {gridSpaces: true})[0]
const color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedToken);
const color = this.dragRulerGetColorForDistance(startDistance + subDistance);
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color);
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
}
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color);
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
}
}
+21
View File
@@ -0,0 +1,21 @@
export class Line {
constructor(m, b) {
this.m = m;
this.b = b;
}
static fromPoints(p1, p2) {
// Bring line into y=mx+b form
const m = (p1.y - p2.y) / (p1.x - p2.x);
const b = p1.y - m * p1.x;
return new Line(m, b);
}
get isVertical() {
return !isFinite(this.m);
}
calcY(x) {
return this.m * x + this.b;
}
}
+105
View File
@@ -0,0 +1,105 @@
import {settingsKey} from "./settings.js";
import {getMeasurePosition, setSnapParameterOnOptions} from "./util.js";
export let disableSnap = false;
export let moveWithoutAnimation = false;
export function registerKeybindings() {
game.keybindings.register(settingsKey, "cancelDrag", {
name: "drag-ruler.keybindings.cancelDrag",
onDown: cancelDrag,
uneditable: [{
key: "Escape",
}],
precedence: -1,
});
game.keybindings.register(settingsKey, "createWaypoint", {
name: "drag-ruler.keybindings.createWaypoint",
onDown: handleCreateWaypoint,
editable: [{
key: "Space"
}],
precedence: -1,
});
game.keybindings.register(settingsKey, "deleteWaypoint", {
name: "drag-ruler.keybindings.deleteWaypoint",
onDown: handleDeleteWaypoint,
precedence: -1,
});
game.keybindings.register(settingsKey, "disableSnap", {
name: "drag-ruler.keybindings.disableSnap.name",
hint: "drag-ruler.keybindings.disableSnap.hint",
onDown: handleDisableSnap,
onUp: handleDisableSnap,
editable: [{
key: "ShiftLeft",
}],
precedence: -1,
});
game.keybindings.register(settingsKey, "moveWithoutAnimation", {
name: "drag-ruler.keybindings.moveWithoutAnimation.name",
hint: "drag-ruler.keybindings.moveWithoutAnimation.hint",
onDown: handleMoveWithoutAnimation,
onUp: handleMoveWithoutAnimation,
editable: [{
key: "AltLeft",
}],
precedence: -1,
});
}
function handleDeleteWaypoint() {
const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity)
return false;
ruler.dragRulerDeleteWaypoint();
return true;
}
function handleCreateWaypoint() {
const ruler = canvas.controls.ruler;
// .draggedEntity is used here because .isDragRuler only returns true once the ruler started measuring
// Ruler can end up being undefined here if no canvas is active
if (!ruler?.draggedEntity)
return false;
let options = {};
setSnapParameterOnOptions(ruler, options);
if (ruler._state === Ruler.STATES.INACTIVE) {
ruler.dragRulerStart(options);
}
else {
ruler.dragRulerAddWaypoint(getMeasurePosition(), options);
}
return true;
}
function cancelDrag() {
const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity)
return false;
ruler.dragRulerAbortDrag();
return true;
}
function handleDisableSnap(event) {
disableSnap = !event.up;
const ruler = canvas.controls.ruler;
if (!ruler.isDragRuler)
return false;
if (ruler._state !== Ruler.STATES.MEASURING)
return false;
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
return false;
}
function handleMoveWithoutAnimation(event) {
moveWithoutAnimation = !event.up;
}
+79
View File
@@ -0,0 +1,79 @@
// SPDX-License-Identifier: MIT
// Copyright © 2021 fvtt-lib-wrapper Rui Pinheiro
'use strict';
// A shim for the libWrapper library
export let libWrapper = undefined;
export const VERSIONS = [1,11,0];
export const TGT_SPLIT_RE = new RegExp("([^.[]+|\\[('([^'\\\\]|\\\\.)+?'|\"([^\"\\\\]|\\\\.)+?\")\\])", 'g');
export const TGT_CLEANUP_RE = new RegExp("(^\\['|'\\]$|^\\[\"|\"\\]$)", 'g');
// Main shim code
Hooks.once('init', () => {
// Check if the real module is already loaded - if so, use it
if(globalThis.libWrapper && !(globalThis.libWrapper.is_fallback ?? true)) {
libWrapper = globalThis.libWrapper;
return;
}
// Fallback implementation
libWrapper = class {
static get is_fallback() { return true };
static get WRAPPER() { return 'WRAPPER' };
static get MIXED() { return 'MIXED' };
static get OVERRIDE() { return 'OVERRIDE' };
static register(package_id, target, fn, type="MIXED", {chain=undefined}={}) {
const is_setter = target.endsWith('#set');
target = !is_setter ? target : target.slice(0, -4);
const split = target.match(TGT_SPLIT_RE).map((x)=>x.replace(/\\(.)/g, '$1').replace(TGT_CLEANUP_RE,''));
const root_nm = split.splice(0,1)[0];
let obj, fn_name;
if(split.length == 0) {
obj = globalThis;
fn_name = root_nm;
}
else {
const _eval = eval;
fn_name = split.pop();
obj = split.reduce((x,y)=>x[y], globalThis[root_nm] ?? _eval(root_nm));
}
let iObj = obj;
let descriptor = null;
while(iObj) {
descriptor = Object.getOwnPropertyDescriptor(iObj, fn_name);
if(descriptor) break;
iObj = Object.getPrototypeOf(iObj);
}
if(!descriptor || descriptor?.configurable === false) throw `libWrapper Shim: '${target}' does not exist, could not be found, or has a non-configurable descriptor.`;
let original = null;
const wrapper = (chain ?? (type.toUpperCase?.() != 'OVERRIDE' && type != 3)) ? function() { return fn.call(this, original.bind(this), ...arguments); } : function() { return fn.apply(this, arguments); };
if(!is_setter) {
if(descriptor.value) {
original = descriptor.value;
descriptor.value = wrapper;
}
else {
original = descriptor.get;
descriptor.get = wrapper;
}
}
else {
if(!descriptor.set) throw `libWrapper Shim: '${target}' does not have a setter`;
original = descriptor.set;
descriptor.set = wrapper;
}
descriptor.configurable = true;
Object.defineProperty(obj, fn_name, descriptor);
}
}
});
+181 -208
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@@ -1,266 +1,239 @@
"use strict"
import {currentSpeedProvider, getRangesFromSpeedProvider, getUnreachableColorFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js"
import {getHexSizeSupportTokenGridCenter} from "./compatibility.js"
import {measure, moveTokens, onMouseMove} from "./foundry_imports.js"
import {getColorForDistanceAndToken, getMovedDistanceFromToken, getRangesFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js";
import {checkDependencies, getHexSizeSupportTokenGridCenter} from "./compatibility.js";
import {moveEntities, onMouseMove} from "./foundry_imports.js"
import {disableSnap, registerKeybindings} from "./keybindings.js";
import {libWrapper} from "./libwrapper_shim.js";
import {performMigrations} from "./migration.js"
import {registerSettings, settingsKey} from "./settings.js"
import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
import {extendRuler} from "./ruler.js";
import {registerSettings, RightClickAction, settingsKey} from "./settings.js"
import {recalculate} from "./socket.js";
import {SpeedProvider} from "./speed_provider.js"
import { getSnapPointForToken } from "./util.js"
import {setSnapParameterOnOptions} from "./util.js";
Hooks.once("init", () => {
registerSettings()
registerKeybindings()
initApi()
hookTokenDragHandlers()
hookRulerFunctions()
hookKeyboardManagerFunctions()
hookDragHandlers(Token);
hookDragHandlers(MeasuredTemplate);
libWrapper.register("drag-ruler", "TokenLayer.prototype.undoHistory", tokenLayerUndoHistory, "WRAPPER");
extendRuler();
window.dragRuler = {
getColorForDistance,
getColorForDistanceAndToken,
getMovedDistanceFromToken,
registerModule,
registerSystem,
recalculate,
resetMovementHistory,
}
})
Hooks.once("ready", () => {
performMigrations()
checkDependencies();
Hooks.callAll("dragRuler.ready", SpeedProvider)
})
Hooks.on("canvasReady", () => {
canvas.controls.rulers.children.forEach(ruler => {
ruler.draggedToken = null
ruler.draggedEntity = null;
Object.defineProperty(ruler, "isDragRuler", {
get: function isDragRuler() {
return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler
return Boolean(this.draggedEntity) && this._state !== Ruler.STATES.INACTIVE;
}
})
})
})
function hookTokenDragHandlers() {
const originalDragLeftStartHandler = Token.prototype._onDragLeftStart
Token.prototype._onDragLeftStart = function(event) {
originalDragLeftStartHandler.call(this, event)
onTokenLeftDragStart.call(this, event)
}
Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
const entry = {
name: "drag-ruler.resetMovementHistory",
icon: '<i class="fas fa-undo-alt"></i>',
callback: li => resetMovementHistory(ui.combat.viewed, li.data('combatant-id')),
};
menu.splice(1, 0, entry);
});
const originalDragLeftMoveHandler = Token.prototype._onDragLeftMove
Token.prototype._onDragLeftMove = function (event) {
originalDragLeftMoveHandler.call(this, event)
onTokenLeftDragMove.call(this, event)
}
const originalDragLeftDropHandler = Token.prototype._onDragLeftDrop
Token.prototype._onDragLeftDrop = function (event) {
const eventHandled = onTokenDragLeftDrop.call(this, event)
function forwardIfUnahndled(newFn) {
return function(oldFn, ...args) {
const eventHandled = newFn(...args);
if (!eventHandled)
originalDragLeftDropHandler.call(this, event)
oldFn(...args);
};
}
const originalDragLeftCancelHandler = Token.prototype._onDragLeftCancel
Token.prototype._onDragLeftCancel = function (event) {
const eventHandled = onTokenDragLeftCancel.call(this, event)
if (!eventHandled)
originalDragLeftCancelHandler.call(this, event)
}
}
function hookRulerFunctions() {
const originalMoveTokenHandler = Ruler.prototype.moveToken
Ruler.prototype.moveToken = function (event) {
const eventHandled = onRulerMoveToken.call(this, event)
if (!eventHandled)
return originalMoveTokenHandler.call(this, event)
return true
}
const originalToJSON = Ruler.prototype.toJSON
Ruler.prototype.toJSON = function () {
const json = originalToJSON.call(this)
if (this.draggedToken)
json["draggedToken"] = this.draggedToken.data._id
return json
}
const originalUpdate = Ruler.prototype.update
Ruler.prototype.update = function (data) {
// Don't show a GMs drag ruler to non GM players
if (data.draggedToken && this.user.isGM && !game.user.isGM && !game.settings.get(settingsKey, "showGMRulerToPlayers"))
return
if (data.draggedToken) {
this.draggedToken = canvas.tokens.get(data.draggedToken)
}
originalUpdate.call(this, data)
}
const originalMeasure = Ruler.prototype.measure
Ruler.prototype.measure = function (destination, options={}) {
if (this.isDragRuler) {
return measure.call(this, destination, options)
}
else {
return originalMeasure.call(this, destination, options)
}
}
const originalEndMeasurement = Ruler.prototype._endMeasurement
Ruler.prototype._endMeasurement = function () {
originalEndMeasurement.call(this)
this.draggedToken = null
}
}
function hookKeyboardManagerFunctions() {
const originalHandleKeys = KeyboardManager.prototype._handleKeys
KeyboardManager.prototype._handleKeys = function (event, key, up) {
const eventHandled = handleKeys.call(this, event, key, up)
if (!eventHandled)
originalHandleKeys.call(this, event, key, up)
}
}
function handleKeys(event, key, up) {
if (event.repeat || this.hasFocus)
return false
if (key.toLowerCase() === "x") return onKeyX(up)
if (key.toLowerCase() === "shift") return onKeyShift(up)
return false
}
function onKeyX(up) {
if (up)
return false
if (!canvas.controls.ruler.isDragRuler)
return false
deleteWaypoint()
return true
}
function onKeyShift(up) {
const ruler = canvas.controls.ruler
if (!ruler.isDragRuler)
return false
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
const rulerOffset = ruler.rulerOffset
const measurePosition = {x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y}
ruler.measure(measurePosition, {snap: up})
}
function onTokenLeftDragStart(event) {
if (!currentSpeedProvider.usesRuler(this))
return
const ruler = canvas.controls.ruler
ruler.draggedToken = this
let tokenCenter
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
tokenCenter = getHexSizeSupportTokenGridCenter(this)
function hookDragHandlers(entityType) {
const entityName = entityType.name
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftStart`, onEntityLeftDragStart, "WRAPPER");
if (entityType === Token)
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftMove`, onEntityLeftDragMoveSnap, "WRAPPER");
else
tokenCenter = this.center
ruler.clear();
ruler._state = Ruler.STATES.STARTING;
ruler.rulerOffset = {x: tokenCenter.x - event.data.origin.x, y: tokenCenter.y - event.data.origin.y}
addWaypoint.call(ruler, tokenCenter, false)
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftMove`, onEntityLeftDragMove, "WRAPPER");
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftDrop`, forwardIfUnahndled(onEntityDragLeftDrop), "MIXED");
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftCancel`, forwardIfUnahndled(onEntityDragLeftCancel), "MIXED");
}
function onTokenLeftDragMove(event) {
async function tokenLayerUndoHistory(wrapped) {
const historyEntry = this.history[this.history.length - 1];
const returnValue = await wrapped();
if (historyEntry.type === "update") {
for (const entry of historyEntry.data) {
const token = canvas.tokens.get(entry._id);
removeLastHistoryEntryIfAt(token, entry.x, entry.y);
}
}
return returnValue;
}
function onEntityLeftDragStart(wrapped, event) {
wrapped(event);
const isToken = this instanceof Token;
const ruler = canvas.controls.ruler
ruler.draggedEntity = this;
let entityCenter;
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
entityCenter = getHexSizeSupportTokenGridCenter(this);
else
entityCenter = this.center;
ruler.rulerOffset = {x: entityCenter.x - event.data.origin.x, y: entityCenter.y - event.data.origin.y};
if (game.settings.get(settingsKey, "autoStartMeasurement")) {
let options = {};
setSnapParameterOnOptions(ruler, options);
ruler.dragRulerStart(options, false);
}
}
function onEntityLeftDragMoveSnap(wrapped, event) {
applyGridlessSnapping.call(this, event);
onEntityLeftDragMove.call(this, wrapped, event);
}
function onEntityLeftDragMove(wrapped, event) {
wrapped(event);
const ruler = canvas.controls.ruler
if (ruler.isDragRuler)
onMouseMove.call(ruler, event)
}
function onTokenDragLeftDrop(event) {
function onEntityDragLeftDrop(event) {
const ruler = canvas.controls.ruler
if (!ruler.isDragRuler)
if (!ruler.isDragRuler) {
ruler.draggedEntity = undefined;
return false
}
// When we're dragging a measured template no token will ever be selected,
// resulting in only the dragged template to be moved as would be expected
const selectedTokens = canvas.tokens.controlled
// This can happen if the user presses ESC during drag (maybe there are other ways too)
if (selectedTokens.length === 0)
selectedTokens.push(ruler.draggedEntity);
ruler._state = Ruler.STATES.MOVING
moveTokens.call(ruler, ruler.draggedToken, selectedTokens)
moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
return true
}
function onTokenDragLeftCancel(event) {
function onEntityDragLeftCancel(event) {
// This function is invoked by right clicking
const ruler = canvas.controls.ruler
if (!ruler.isDragRuler || ruler._state === Ruler.STATES.MOVING)
if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING)
return false
if (ruler._state === Ruler.STATES.MEASURING) {
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
if (ruler.waypoints.length > 1)
event.preventDefault()
deleteWaypoint()
const rightClickAction = game.settings.get(settingsKey, "rightClickAction");
let options = {};
setSnapParameterOnOptions(ruler, options);
if (ruler._state === Ruler.STATES.INACTIVE) {
if (rightClickAction !== RightClickAction.CREATE_WAYPOINT)
return false;
ruler.dragRulerStart(options);
event.preventDefault();
}
else if (ruler._state === Ruler.STATES.MEASURING) {
switch (rightClickAction) {
case RightClickAction.CREATE_WAYPOINT:
event.preventDefault();
ruler.dragRulerAddWaypoint(ruler.destination, options);
break;
case RightClickAction.DELETE_WAYPOINT:
ruler.dragRulerDeleteWaypoint(event, options);
break;
case RightClickAction.ABORT_DRAG:
ruler.dragRulerAbortDrag();
break;
}
}
return true;
}
function applyGridlessSnapping(event) {
const ruler = canvas.controls.ruler;
if (!game.settings.get(settingsKey, "useGridlessRaster"))
return;
if (!ruler.isDragRuler)
return;
if (disableSnap)
return;
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS)
return;
const rasterWidth = 35 / canvas.stage.scale.x;
const tokenX = event.data.destination.x;
const tokenY = event.data.destination.y;
const destination = {x: tokenX + ruler.rulerOffset.x, y: tokenY + ruler.rulerOffset.y};
const ranges = getRangesFromSpeedProvider(ruler.draggedEntity);
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
if (terrainRulerAvailable) {
const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(ray => {return {ray}});
const pinpointDistances = new Map();
for (const range of ranges) {
pinpointDistances.set(range.range, null);
}
terrainRuler.measureDistances(segments, {pinpointDistances});
const targetDistance = Array.from(pinpointDistances.entries())
.filter(([_key, val]) => val)
.reduce((value, current) => value[0] > current[0] ? value : current, [0, null]);
const rasterLocation = targetDistance[1];
if (rasterLocation) {
const deltaX = destination.x - rasterLocation.x;
const deltaY = destination.y - rasterLocation.y;
const rasterDistance = Math.hypot(deltaX, deltaY);
if (rasterDistance < rasterWidth) {
event.data.destination.x = rasterLocation.x - ruler.rulerOffset.x;
event.data.destination.y = rasterLocation.y - ruler.rulerOffset.y;
}
}
}
else {
event.preventDefault()
const snap = !event.shiftKey
addWaypoint.call(ruler, ruler.destination, snap)
}
}
return true
}
function onRulerMoveToken(event) {
// This function is invoked by left clicking
if (!this.isDragRuler)
return false
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
const snap = !event.shiftKey
addWaypoint.call(this, this.destination, snap)
}
else
deleteWaypoint()
return true
}
function addWaypoint(point, snap=true) {
if (snap)
point = getSnapPointForToken(point.x, point.y, this.draggedToken)
this.waypoints.push(new PIXI.Point(point.x, point.y));
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
function deleteWaypoint() {
const ruler = canvas.controls.ruler
let waypointDistance = 0;
let origin = event.data.origin;
if (ruler.waypoints.length > 1) {
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
const rulerOffset = ruler.rulerOffset
ruler._removeWaypoint({x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y})
game.user.broadcastActivity({ruler: ruler})
}
else {
const token = ruler.draggedToken
ruler._endMeasurement()
// Deactivate the drag workflow in mouse
token.mouseInteractionManager._deactivateDragEvents();
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
// This will cancel the current drag operation
// Pass in a fake event that hopefully is enough to allow other modules to function
token._onDragLeftCancel({preventDefault: () => {return}})
}
const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(ray => {return {ray}});
origin = segments.pop().ray.A;
waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b);
origin = {x: origin.x - ruler.rulerOffset.x, y: origin.y - ruler.rulerOffset.y};
}
export function getColorForDistance(startDistance, subDistance=0) {
if (!this.isDragRuler)
return this.color
// Don't apply colors if the current user doesn't have at least observer permissions
if (this.draggedToken.actor.permission < 2) {
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
if (!(this.draggedToken.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
return this.color
const deltaX = tokenX - origin.x;
const deltaY = tokenY - origin.y;
const distance = Math.hypot(deltaX, deltaY);
// targetRange will be the largest range that's still smaller than distance
let targetDistance = ranges
.map(range => range.range)
.map(range => range - waypointDistance)
.map(range => range * canvas.dimensions.size / canvas.dimensions.distance)
.filter(range => range < distance)
.reduce((a, b) => Math.max(a, b), 0);
if (targetDistance) {
if (distance < targetDistance + rasterWidth) {
event.data.destination.x = origin.x + deltaX * targetDistance / distance;
event.data.destination.y = origin.y + deltaY * targetDistance / distance;
}
}
}
const distance = startDistance + subDistance
const ranges = getRangesFromSpeedProvider(this.draggedToken)
if (ranges.length === 0)
return this.color
const currentRange = ranges.reduce((minRange, currentRange) => {
if (distance <= currentRange.range && currentRange.range < minRange.range)
return currentRange
return minRange
}, {range: Infinity, color: getUnreachableColorFromSpeedProvider()})
return currentRange.color
}
+35 -19
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@@ -1,27 +1,43 @@
import {settingsKey} from "./settings.js"
import {RightClickAction, settingsKey} from "./settings.js"
const currentDataVersion = "1.3.0"
const currentDataVersion = "1.10.0"
export function performMigrations() {
if (!game.user.isGM)
return
export async function performMigrations() {
if (game.user.isGM)
await performWorldMigraionts()
await performClientMigrations()
}
async function performWorldMigraionts() {
let dataVersion = game.settings.get(settingsKey, "dataVersion");
if (dataVersion === currentDataVersion)
return;
let dataVersion = game.settings.get(settingsKey, "dataVersion")
if (dataVersion === "fresh install") {
// Migration from unnamed version. TODO Remove this in a future version
let speedAttribute = game.settings.storage.get("world").get(`${settingsKey}.speedAttribute`)
if (speedAttribute)
speedAttribute = speedAttribute.slice(1, speedAttribute.length - 1)
const speedAttributeDefault = game.settings.get(settingsKey, "speedProviders.native.setting.speedAttribute")
if (speedAttribute !== speedAttributeDefault)
game.settings.set(settingsKey, "speedProviders.native.setting.speedAttribute", speedAttribute)
let dashMultiplier = game.settings.storage.get("world").get(`${settingsKey}.dashMultiplier`)
const dashMultiplierDefault = game.settings.get(settingsKey, "speedProviders.native.setting.dashMultiplier")
if (dashMultiplier !== dashMultiplierDefault)
game.settings.set(settingsKey, "speedProviders.native.setting.dashMultiplier", dashMultiplier)
// End of unnamed version migration code
game.settings.set(settingsKey, "dataVersion", currentDataVersion)
return
}
if (dataVersion === "1.3.0") {
dataVersion = "1.10.0"
}
game.settings.set(settingsKey, "dataVersion", dataVersion);
}
async function performClientMigrations() {
let dataVersion = game.settings.get(settingsKey, "clientDataVersion");
if (dataVersion === "fresh install") {
// Start of migration from unnamed version (< 1.10.0). TODO Remove in a future version
const swapSpacebarRightClick = game.settings.storage.get("client").getItem(`${settingsKey}.swapSpacebarRightClick`);
if (swapSpacebarRightClick) {
game.settings.set(settingsKey, "rightClickAction", RightClickAction.CREATE_WAYPOINT);
await game.keybindings.set(settingsKey, "createWaypoint", []);
await game.keybindings.set(settingsKey, "deleteWaypoint", [{key: "Space"}]);
}
// End of migration from unnamed version
game.settings.set(settingsKey, "clientDataVersion", currentDataVersion)
}
}
+108
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@@ -0,0 +1,108 @@
import {measureDistances} from "./compatibility.js";
import {recalculate, updateCombatantDragRulerFlags} from "./socket.js";
import {getTokenShape, isClose, zip} from "./util.js";
function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0};
let dragRulerFlag = combatant.data.flags.dragRuler;
if (dragRulerFlag) {
if (isNaN(dragRulerFlag.trackedRound)) {
mergeObject(dragRulerFlag, initialFlag);
}
}
else {
combatant.data.flags.dragRuler = initialFlag;
}
}
function getInitializedCombatant(token, combat) {
const combatant = combat.getCombatantByToken(token.id);
if (!combatant)
return undefined;
initTrackingFlag(combatant);
return combatant;
}
export async function trackRays(tokens, tokenRays) {
const combat = game.combat;
if (!combat)
return;
if (!combat.started)
return;
if (!(tokens instanceof Array)) {
tokens = [tokens];
tokenRays = [tokenRays];
}
const updates = Array.from(zip(tokens, tokenRays)).map(([token, rays]) => calculateUpdate(combat, token, rays)).filter(Boolean);
await updateCombatantDragRulerFlags(combat, updates);
}
function calculateUpdate(combat, token, rays) {
const combatant = getInitializedCombatant(token, combat);
if (!combatant)
return;
// Check if we have entered a new round. If so, remove the currently stored path
if (combat.data.round > combatant.data.flags.dragRuler.trackedRound) {
combatant.data.flags.dragRuler.passedWaypoints = [];
combatant.data.flags.dragRuler.trackedRound = combat.data.round;
}
// Add the passed waypoints to the combatant
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
const dragRulerFlags = combatant.data.flags.dragRuler;
const waypoints = dragRulerFlags.passedWaypoints;
for (const ray of rays) {
// Ignore rays that have the same start and end coordinates
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
if (terrainRulerAvailable) {
measureDistances([{ray}], token, getTokenShape(token), {terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState, enableTerrainRuler: terrainRulerAvailable});
ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces;
ray.A.dragRulerFinalState = ray.terrainRulerFinalState;
}
waypoints.push(ray.A);
}
}
return {_id: combatant.id, dragRulerFlags};
}
export function getMovementHistory(token) {
const combat = game.combat;
if (!combat)
return [];
const combatant = combat.getCombatantByToken(token.id);
if (!combatant)
return [];
const dragRulerFlags = combatant.data.flags.dragRuler;
if (!dragRulerFlags)
return [];
if (combat.data.round > dragRulerFlags.trackedRound)
return [];
return dragRulerFlags.passedWaypoints ?? [];
}
export async function removeLastHistoryEntryIfAt(token, x, y) {
const history = getMovementHistory(token);
if (history.length === 0)
return;
const entry = history[history.length - 1];
if (!isClose(x + token.w / 2, entry.x, 0.1) || !isClose(y + token.h / 2, entry.y, 0.1)) {
return;
}
history.pop();
const combat = game.combat;
const combatant = combat.getCombatantByToken(token.id);
await updateCombatantDragRulerFlags(combat, [{_id: combatant.id, dragRulerFlags: combatant.data.flags.dragRuler}]);
}
export async function resetMovementHistory(combat, combatantId) {
const combatant = combat.combatants.get(combatantId);
const dragRulerFlags = combatant.data.flags.dragRuler;
if (!dragRulerFlags)
return;
dragRulerFlags.passedWaypoints = null;
dragRulerFlags.trackedRound = null;
dragRulerFlags.rulerState = null;
await updateCombatantDragRulerFlags(combat, [{_id: combatantId, dragRulerFlags}]);
recalculate();
}
+191
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@@ -0,0 +1,191 @@
import {currentSpeedProvider, getColorForDistanceAndToken, getRangesFromSpeedProvider} from "./api.js";
import {getHexSizeSupportTokenGridCenter} from "./compatibility.js";
import {cancelScheduledMeasurement, measure} from "./foundry_imports.js"
import {getMovementHistory} from "./movement_tracking.js";
import {settingsKey} from "./settings.js";
import {getSnapPointForEntity} from "./util.js";
export function extendRuler() {
class DragRulerRuler extends Ruler {
// Functions below are overridden versions of functions in Ruler
constructor(user, {color=null}={}) {
super(user, {color});
this.previousWaypoints = [];
this.previousLabels = this.addChild(new PIXI.Container());
}
clear() {
super.clear();
this.previousWaypoints = [];
this.previousLabels.removeChildren().forEach(c => c.destroy());
this.dragRulerRanges = undefined;
cancelScheduledMeasurement.call(this);
}
async moveToken(event) {
// Disable moveToken if Drag Ruler is active
if (!this.isDragRuler)
return await super.moveToken(event);
}
toJSON() {
const json = super.toJSON();
if (this.draggedEntity) {
const isToken = this.draggedEntity instanceof Token;
json["draggedEntityIsToken"] = isToken;
json["draggedEntity"] = this.draggedEntity.id;
}
return json;
}
update(data) {
// Don't show a GMs drag ruler to non GM players
if (data.draggedEntity && this.user.isGM && !game.user.isGM && !game.settings.get(settingsKey, "showGMRulerToPlayers"))
return;
if (data.draggedEntity) {
if (data.draggedEntityIsToken)
this.draggedEntity = canvas.tokens.get(data.draggedEntity);
else
this.draggedEntity = canvas.templates.get(data.draggedEntity);
}
super.update(data);
}
measure(destination, options={}) {
if (this.isDragRuler) {
return measure.call(this, destination, options);
}
else {
return super.measure(destination, options);
}
}
_endMeasurement() {
super._endMeasurement();
this.draggedEntity = null;
}
// The functions below aren't present in the orignal Ruler class and are added by Drag Ruler
dragRulerAddWaypoint(point, options={}) {
options.snap = options.snap ?? true;
if (options.snap) {
point = getSnapPointForEntity(point.x, point.y, this.draggedEntity);
}
this.waypoints.push(new PIXI.Point(point.x, point.y));
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
dragRulerAddWaypointHistory(waypoints) {
waypoints.forEach(waypoint => waypoint.isPrevious = true);
this.waypoints = this.waypoints.concat(waypoints);
for (const waypoint of waypoints) {
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
}
dragRulerClearWaypoints() {
this.waypoints = [];
this.labels.removeChildren().forEach(c => c.destroy());
}
dragRulerDeleteWaypoint(event={preventDefault: () => {return}}, options={}) {
options.snap = options.snap ?? true;
if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
event.preventDefault();
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
const rulerOffset = this.rulerOffset;
// Options are not passed to _removeWaypoint in vanilla Foundry.
// Send them in case other modules have overriden that behavior and accept an options parameter (Toggle Snap to Grid)
this._removeWaypoint({x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y}, options);
game.user.broadcastActivity({ruler: this});
}
else {
this.dragRulerAbortDrag(event);
}
}
dragRulerAbortDrag(event={preventDefault: () => {return}}) {
const token = this.draggedEntity;
this._endMeasurement();
// Deactivate the drag workflow in mouse
token.mouseInteractionManager._deactivateDragEvents();
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
// This will cancel the current drag operation
// Pass in a fake event that hopefully is enough to allow other modules to function
token._onDragLeftCancel(event);
}
async dragRulerRecalculate(tokenIds) {
if (this._state !== Ruler.STATES.MEASURING)
return;
if (tokenIds && !tokenIds.includes(this.draggedEntity.id))
return;
const waypoints = this.waypoints.filter(waypoint => !waypoint.isPrevious);
this.dragRulerClearWaypoints();
if (game.settings.get(settingsKey, "enableMovementHistory"))
this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity));
for (const waypoint of waypoints) {
this.dragRulerAddWaypoint(waypoint, {snap: false});
}
this.measure(this.destination);
game.user.broadcastActivity({ruler: this});
}
static dragRulerGetRaysFromWaypoints(waypoints, destination) {
if ( destination )
waypoints = waypoints.concat([destination]);
return waypoints.slice(1).map((wp, i) => {
const ray = new Ray(waypoints[i], wp);
ray.isPrevious = Boolean(waypoints[i].isPrevious);
return ray;
});
}
dragRulerGetColorForDistance(distance) {
if (!this.isDragRuler)
return this.color;
if (!this.draggedEntity.actor) {
return this.color;
}
// Don't apply colors if the current user doesn't have at least observer permissions
if (this.draggedEntity.actor.permission < 2) {
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
if (!(this.draggedEntity.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
return this.color;
}
distance = Math.round(distance * 100) / 100;
if (!this.dragRulerRanges)
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
return getColorForDistanceAndToken(distance, this.draggedEntity, this.dragRulerRanges) ?? this.color;
}
dragRulerStart(options, measureImmediately=true) {
const entity = this.draggedEntity;
const isToken = entity instanceof Token;
if (isToken && !currentSpeedProvider.usesRuler(entity))
return;
const ruler = canvas.controls.ruler;
ruler.clear();
ruler._state = Ruler.STATES.STARTING;
let entityCenter;
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(entity))
entityCenter = getHexSizeSupportTokenGridCenter(entity);
else
entityCenter = entity.center;
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
ruler.dragRulerAddWaypointHistory(getMovementHistory(entity));
ruler.dragRulerAddWaypoint(entityCenter, {snap: false});
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
const destination = {x: mousePosition.x + ruler.rulerOffset.x, y: mousePosition.y + ruler.rulerOffset.y};
if (measureImmediately)
ruler.measure(destination, options);
}
}
Ruler = DragRulerRuler;
}
+61 -5
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@@ -3,6 +3,12 @@ import {SpeedProvider} from "./speed_provider.js"
export const settingsKey = "drag-ruler";
export const RightClickAction = Object.freeze({
CREATE_WAYPOINT: 0,
DELETE_WAYPOINT: 1,
ABORT_DRAG:2,
});
export function registerSettings() {
game.settings.register(settingsKey, "dataVersion", {
scope: "world",
@@ -11,14 +17,43 @@ export function registerSettings() {
default: "fresh install"
})
game.settings.register(settingsKey, "swapSpacebarRightClick", {
name: "drag-ruler.settings.swapSpacebarRightClick.name",
hint: "drag-ruler.settings.swapSpacebarRightClick.hint",
game.settings.register(settingsKey, "clientDataVersion", {
scope: "client",
config: false,
type: String,
default: "fresh install"
});
game.settings.register(settingsKey, "rightClickAction", {
name: "drag-ruler.settings.rightClickAction.name",
hint: "drag-ruler.settings.rightClickAction.hint",
config: true,
type: Number,
default: RightClickAction.DELETE_WAYPOINT,
choices: {
0: "drag-ruler.settings.rightClickAction.choices.create",
1: "drag-ruler.settings.rightClickAction.choices.delete",
2: "drag-ruler.settings.rightClickAction.choices.cancel",
},
});
game.settings.register(settingsKey, "autoStartMeasurement", {
name: "drag-ruler.settings.autoStartMeasurement.name",
hint: "drag-ruler.settings.autoStartMeasurement.hint",
scope: "client",
config: true,
type: Boolean,
default: false,
})
default: true,
});
game.settings.register(settingsKey, "useGridlessRaster", {
name: "drag-ruler.settings.useGridlessRaster.name",
hint: "drag-ruler.settings.useGridlessRaster.hint",
scope: "client",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "alwaysShowSpeedForPCs", {
name: "drag-ruler.settings.alwaysShowSpeedForPCs.name",
@@ -38,6 +73,27 @@ export function registerSettings() {
default: true,
})
game.settings.register(settingsKey, "enableMovementHistory", {
name: "drag-ruler.settings.enableMovementHistory.name",
hint: "drag-ruler.settings.enableMovementHistory.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
config: false,
type: Number,
default: 0,
});
game.settings.register(settingsKey, "neverShowTerrainRulerHint", {
config: false,
type: Boolean,
default: false,
});
// This setting will be modified by the api if modules register to it
game.settings.register(settingsKey, "speedProvider", {
scope: "world",
+43
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@@ -0,0 +1,43 @@
import {currentSpeedProvider} from "./api.js";
let socket;
Hooks.once("socketlib.ready", () => {
socket = socketlib.registerModule("drag-ruler");
socket.register("updateCombatantDragRulerFlags", _socketUpdateCombatantDragRulerFlags);
socket.register("recalculate", _socketRecalculate);
});
export function updateCombatantDragRulerFlags(combat, updates) {
const combatId = combat.id;
// TODO Check if canvas.tokens.get is still neccessary in future foundry versions
return socket.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, updates)
.then(() => currentSpeedProvider.onMovementHistoryUpdate(updates.map(update => canvas.tokens.get(combat.combatants.get(update._id).token.id))));
}
async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
const user = game.users.get(this.socketdata.userId);
const combat = game.combats.get(combatId);
const requestedUpdates = updates.length;
updates = updates.filter(update => {
const actor = combat.combatants.get(update._id).actor;
if (!actor)
return false;
return actor.testUserPermission(user, "OWNER");
});
if (updates.length !== requestedUpdates) {
console.warn(`Some of the movement history updates requested by user '${game.users.get(this.socketdata.userId).name}' were not performed because the user lacks owner permissions for those tokens`);
}
updates = updates.map(update => {
return {_id: update._id, flags: {dragRuler: update.dragRulerFlags}};
});
await combat.updateEmbeddedDocuments("Combatant", updates, {diff: false});
}
export function recalculate(tokens) {
socket.executeForEveryone(_socketRecalculate, tokens ? tokens.map(token => token.id) : undefined);
}
function _socketRecalculate(tokenIds) {
return canvas.controls.ruler.dragRulerRecalculate(tokenIds);
}
+17 -4
View File
@@ -61,13 +61,18 @@ export class SpeedProvider {
* The area indicates the whole area that the token will occupy (for tokens larger than 1x1) the array will more than one entry.
* The return value should be an integer indicating a multiplicator by that the cost of that step should be increased.
* (1 is regular cost, 2 costs double, 3 costs triple, ...)
* This function is only called if the TerrainLayer and TerrainRuler modules are enabled.
*
* Parameters:
* - options: An object used to configure Enhanced Terrain Layer's cost calculation. Ex: If options.ignoreGrid is set to true, then Euclidean measurement can be forced on a gridded map.
*
* This function is only called if the Enhanced Terrain Layer and Terrain Ruler modules are enabled.
*
* Implementing this method is optional and only needs to be done if you want to provide a custom cost function (for example to allow tokens to ignore difficult terrain)
*/
getCostForStep(token, area) {
getCostForStep(token, area, options={}) {
// Lookup the cost for each square occupied by the token
const costs = area.map(space => canvas.terrain.costGrid[space.y]?.[space.x]?.multiple ?? 1)
options.token = token;
const costs = area.map(space => terrainRuler.getCost(space.x, space.y, options));
// Return the maximum of the costs
return costs.reduce((max, current) => Math.max(max, current))
}
@@ -84,6 +89,14 @@ export class SpeedProvider {
return true
}
/**
* This hook is being called after Drag Ruler has updated the movement history for one or more tokens.
* It'll receive an array of tokens that have been updated.
* If your speed provider is storing any additional values that are relevant for the movement history, this function should
* await until those updates have completed inside foundry.
*/
async onMovementHistoryUpdate(tokens) {}
/**
* Returns the value that is currently set for the setting registered with the provided settingId.
*
@@ -124,7 +137,7 @@ export class GenericSpeedProvider extends SpeedProvider {
const speedAttribute = this.getSetting("speedAttribute")
if (!speedAttribute)
return []
const tokenSpeed = getProperty(token, speedAttribute)
const tokenSpeed = parseFloat(getProperty(token, speedAttribute));
if (tokenSpeed === undefined) {
console.warn(`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`)
return []
+20 -2
View File
@@ -1,22 +1,40 @@
export function getDefaultSpeedAttribute() {
switch (game.system.id) {
case "CoC7":
return "actor.data.data.attribs.mov.value";
case "dcc":
return "actor.data.data.attributes.speed.value";
case "dnd5e":
return "actor.data.data.attributes.movement.walk"
case "lancer":
return "actor.data.data.mech.speed"
return "actor.data.data.derived.speed"
case "pf1":
case "D35E":
return "actor.data.data.attributes.speed.land.total"
case "sfrpg":
return "actor.data.data.attributes.speed.value";
case "shadowrun5e":
return "actor.data.data.movement.walk.value";
case "swade":
return "actor.data.data.stats.speed.adjusted";
}
return ""
}
export function getDefaultDashMultiplier() {
switch (game.system.id) {
case "swade":
return 0
case "dcc":
case "dnd5e":
case "lancer":
case "pf1":
case "D35E":
case "sfrpg":
case "shadowrun5e":
return 2
case "CoC7":
return 5;
}
return 0
}
+117 -11
View File
@@ -1,4 +1,5 @@
import {getPixelsFromGridPosition} from "./foundry_fixes.js"
import { disableSnap } from "./keybindings.js";
export function* zip(it1, it2) {
for (let i = 0;i < Math.min(it1.length, it2.length);i++) {
@@ -7,8 +8,12 @@ export function* zip(it1, it2) {
}
export function getSnapPointForToken(x, y, token) {
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
if (token.getFlag("hex-size-support", "borderSize") % 2 === 0) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
if (canvas.grid.isHex) {
if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
if (token.document.getFlag("hex-size-support", "borderSize") % 2 === 0) {
const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
return new PIXI.Point(snapPoint.x, snapPoint.y)
}
@@ -16,18 +21,92 @@ export function getSnapPointForToken(x, y, token) {
return new PIXI.Point(...canvas.grid.getCenter(x, y))
}
}
if (canvas.grid.isHex || token.data.width % 2 === 1) {
return new PIXI.Point(...canvas.grid.getCenter(x, y))
else {
return new PIXI.Point(...canvas.grid.getCenter(x, y));
}
const [snappedX, snappedY] = canvas.grid.getCenter(x - canvas.grid.w / 2, y - canvas.grid.h / 2)
return new PIXI.Point(snappedX + canvas.grid.w / 2, snappedY + canvas.grid.h / 2)
}
export function highlightTokenShape(position, shape, color) {
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
let cellX, cellY;
if (token.data.width % 2 === 0)
cellX = x - canvas.grid.h / 2;
else
cellX = x;
if (token.data.height % 2 === 0)
cellY = y - canvas.grid.h / 2;
else
cellY = y;
const [centerX, centerY] = canvas.grid.getCenter(cellX, cellY);
let snapX, snapY;
// Tiny tokens can snap to the cells corners
if (token.data.width <= 0.5) {
const offsetX = x - topLeftX;
const subGridWidth = Math.floor(canvas.grid.w / 2);
const subGridPosX = Math.floor(offsetX / subGridWidth);
snapX = topLeftX + (subGridPosX + 0.5) * subGridWidth;
}
// Tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell
else if (Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
snapX = centerX;
}
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
else {
snapX = centerX + canvas.grid.w / 2;
}
if (token.data.height <= 0.5) {
const offsetY = y - topLeftY;
const subGridHeight = Math.floor(canvas.grid.h / 2);
const subGridPosY = Math.floor(offsetY / subGridHeight);
snapY = topLeftY + (subGridPosY + 0.5) * subGridHeight;
}
else if (Math.round(token.data.height) % 2 === 1 || token.data.height < 1) {
snapY = centerY;
}
else {
snapY = centerY + canvas.grid.h / 2;
}
return new PIXI.Point(snapX, snapY);
}
export function getSnapPointForMeasuredTemplate(x, y) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
let subgridWidth, subgridHeight;
if (canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
subgridWidth = subgridHeight = canvas.dimensions.size / 2;
}
else {
if (canvas.grid.grid.columns) {
subgridWidth = canvas.grid.w / 4;
subgridHeight = canvas.grid.h / 2;
}
else {
subgridWidth = canvas.grid.w / 2;
subgridHeight = canvas.grid.h / 4;
}
}
const snappedX = Math.round(x / subgridWidth) * subgridWidth;
const snappedY = Math.round(y / subgridHeight) * subgridHeight;
return new PIXI.Point(snappedX, snappedY);
}
export function getSnapPointForEntity(x, y, entity) {
const isToken = entity instanceof Token;
if (isToken)
return getSnapPointForToken(x, y, entity);
else
return getSnapPointForMeasuredTemplate(x, y);
}
export function highlightTokenShape(position, shape, color, alpha) {
const layer = canvas.grid.highlightLayers[this.name];
if ( !layer )
return false;
const area = getAreaFromPositionAndShape(position, shape);
for (const space of area) {
const [x, y] = getPixelsFromGridPosition(space.x, space.y);
canvas.grid.highlightPosition(this.name, {x, y, color})
canvas.grid.grid.highlightGridPosition(layer, {x, y, color, alpha: 0.25 * alpha});
}
}
@@ -57,9 +136,10 @@ export function getAreaFromPositionAndShape(position, shape) {
}
export function getTokenShape(token) {
if (token.scene.data.gridType === CONST.GRID_TYPES.GRIDLESS)
throw new Error("getTokenShape cannot be called for tokens on gridless maps")
if (token.scene.data.gridType === CONST.GRID_TYPES.SQUARE) {
if (token.scene.data.gridType === CONST.GRID_TYPES.GRIDLESS) {
return [{x: 0, y: 0}]
}
else if (token.scene.data.gridType === CONST.GRID_TYPES.SQUARE) {
const topOffset = -Math.floor(token.data.height / 2)
const leftOffset = -Math.floor(token.data.width / 2)
const shape = []
@@ -117,6 +197,7 @@ export function applyTokenSizeOffset(waypoints, token) {
const tokenSize = getTokenSize(token);
const waypointOffset = {x: 0, y: 0};
if (canvas.grid.isHex) {
if (game.modules.get("hex-size-support")?.active) {
const isAltOrientation = CONFIG.hexSizeSupport.getAltOrientationFlag(token);
if (canvas.grid.grid.options.columns) {
if (tokenSize.w % 2 === 0) {
@@ -133,6 +214,8 @@ export function applyTokenSizeOffset(waypoints, token) {
}
}
}
// If hex size support isn't active leave the waypoints like they are
}
else {
if (tokenSize.w % 2 === 0) {
waypointOffset.x = canvas.grid.w / 2;
@@ -144,3 +227,26 @@ export function applyTokenSizeOffset(waypoints, token) {
return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y))
}
export function setSnapParameterOnOptions(sourceObject, options) {
// Allow outside modules to override snapping
if (sourceObject.snapOverride?.active) {
options.snapOverrideActive = true;
options.snap = sourceObject.snapOverride.snap;
sourceObject.snapOverride = undefined; // remove it to prevent any lingering data issues
}
else {
options.snap = !disableSnap;
}
}
export function isClose(a, b, delta) {
return Math.abs(a - b) <= delta;
}
export function getMeasurePosition() {
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
const rulerOffset = canvas.controls.ruler.rulerOffset;
const measurePosition = {x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y};
return measurePosition;
}